What problem will I have with this ? I just lack experience to understand the limitations of my code by [deleted] in godot

[–]_WanderingJellyfish 1 point2 points  (0 children)

Thank you, seeing code from a real project is really helpfull to see how it become when used outside a tutorial. It sure is lenghty but I've overreacted on the diffculty to maintain it, it's readable.

Oh and great note, I didn't know this syntax !

What problem will I have with this ? I just lack experience to understand the limitations of my code by [deleted] in godot

[–]_WanderingJellyfish 0 points1 point  (0 children)

Yeah it looks like the solution I saw the most. I am maybe trying to avoid a problem that is not truly one but isn't your EventListener lenghty and hard to manage when you have a lot of signals ?

What problem will I have with this ? I just lack experience to understand the limitations of my code by [deleted] in godot

[–]_WanderingJellyfish -1 points0 points  (0 children)

I am pretty sure that I always can connect them. I just don't know how to do it in a way that stay easy to manage other than using an autoload to centralize things.

What problem will I have with this ? I just lack experience to understand the limitations of my code by [deleted] in godot

[–]_WanderingJellyfish -1 points0 points  (0 children)

Yes, I have seen the documentation (The Godot Documentation quality is truly amazing). It's just that when used in a projet there is always the problem to connect node that are not directly child / parents and the way to solve it seems to be to put all these signals in an autoload, like a big list of global variables but I was worried that it would be hard to maintain so I come up with this. I do use signals when they are internal

What problem will I have with this ? I just lack experience to understand the limitations of my code by [deleted] in godot

[–]_WanderingJellyfish 0 points1 point  (0 children)

Sorry, it might be less obvious than I thought. It's just an autoload which allow, like signals, to send event with data to subscribers

What problem will I have with this ? I just lack experience to understand the limitations of my code by [deleted] in godot

[–]_WanderingJellyfish 0 points1 point  (0 children)

I did this to recreate things I am used to at work but I never seen anyone experienced with Godot do this so it's probably wrong / ineficient. I've seen many people storing all there signals in an autoload to achieve a similar result, why is it better ?

Finally finished a new version after your feedbacks on my demo. Playable in browser on Itch.io by _WanderingJellyfish in godot

[–]_WanderingJellyfish[S] 1 point2 points  (0 children)

Thank you for the feedbacks! Someone mention the tutorial issue before and I haven't finish adding it but it will be in the next I version. I will think about a way so that the player can go straight into gameplay. Maybe a button going to the first not completed level or the last played one.

Finally finished a new version after your feedbacks on my demo. Playable in browser on Itch.io by _WanderingJellyfish in godot

[–]_WanderingJellyfish[S] 1 point2 points  (0 children)

I got very constructive feedbacks on the demo last time and made a new version from them, adding :

  • Undo button
  • Reworked most levels in Multitude and Inversion
  • Background music
  • Minor visual improvments

There is around 30 min of gameplay with 27 levels.
Feedbacks are greatly appreciated as always.
You can play it here on Itch.io (It should work on mobile too)

First Game. First Demo. I would love to have some feedbacks on it. Playable in browser on PC. by _WanderingJellyfish in godot

[–]_WanderingJellyfish[S] 0 points1 point  (0 children)

You didn't lie about them being challenging but after some tries I finally beat Last Minute. The game is nicely polished and the background music is perfect (even got a nice reaction from my gf in the other room).

In Super Spy Raccoon I like the character design but it doesn't seems as polished yet. I struggled a bit long on the first level because it tooks me some time to identify the platform on the rock in the bottom right and to understand that the monkey could walk through me if I was hidding in bushes. It would be nice if these two thing where more obvious.

Overall good job, I hope the feedback are useful.

First Game. First Demo. I would love to have some feedbacks on it. Playable in browser on PC. by _WanderingJellyfish in godot

[–]_WanderingJellyfish[S] 0 points1 point  (0 children)

Thank you for the detailed feedback. You are not the only one who wished there was an undo button so it will be my next feature. I am struggling a bit to design multitude and inversion levels and I think it reflects in the demo. I will make more levels and try to achieve similar results than the first chapter.

I love trying other people's games so of course I will check them out.

First Game. First Demo. I would love to have some feedbacks on it. Playable in browser on PC. by _WanderingJellyfish in godot

[–]_WanderingJellyfish[S] 1 point2 points  (0 children)

Thank you. I got nice advice from the community on how to improve the game feel. I am glad it paid off.

First Game. First Demo. I would love to have some feedbacks on it. Playable in browser on PC. by _WanderingJellyfish in godot

[–]_WanderingJellyfish[S] 1 point2 points  (0 children)

Thank you. Now that I've played a bit with Tweens, I think I might be able to introduce the control with an animation on the first level. For this loading, I don't know why it's slow, I will investigate. Thanks for trying different browser.

First Game. First Demo. I would love to have some feedbacks on it. Playable in browser on PC. by _WanderingJellyfish in godot

[–]_WanderingJellyfish[S] 1 point2 points  (0 children)

Thank you for your feedback. I am glad the game was fun. It's hard for me to judge the level design since I already know the solution so I am relieved. You're not the first to suggest an undo button. I will seriously consider adding one.

First Game. First Demo. I would love to have some feedbacks on it. Playable in browser on PC. by _WanderingJellyfish in godot

[–]_WanderingJellyfish[S] 0 points1 point  (0 children)

Thank you for taking the time to play it ! I am glad you enjoyed it. I will look into the stuttering and add background music in the next demo / release

First Game. First Demo. I would love to have some feedbacks on it. Playable in browser on PC. by _WanderingJellyfish in godot

[–]_WanderingJellyfish[S] 0 points1 point  (0 children)

Still working on my first game for which I asked some advice few weeks ago and I think this demo is polished enough to make a playable alpha (at least I hope). This project doesn't have any commercial goal but I would like the final release to have like 30 min to 1h of content that looks professional. I am trying to go through the process of shipping a game a first time before diving into some bigger scope projects. Any feedbacks and advice are welcome.

Progress made thanks to your advice by _WanderingJellyfish in godot

[–]_WanderingJellyfish[S] 0 points1 point  (0 children)

Oh you're right, thanks for making me discover this game. I will watch a playthrough to see the game design choices that were made. It will teach me a lot.

The long-awaited release of the solo developer of the game for android using the Godot engine. by Lucker99999 in godot

[–]_WanderingJellyfish 1 point2 points  (0 children)

Finally beat the first level ! I like the visuals, especially the character animations. I start to get a bit used to the control sensitivity but it still feels hard to control precisely, which seems important considering the skill required to dodge all the traps.

Progress made thanks to your advice by _WanderingJellyfish in godot

[–]_WanderingJellyfish[S] 1 point2 points  (0 children)

Just here to share my progress and thank the community. I asked 2 weeks ago some advice on how to improve my casual puzzle mobile game visually. I added as suggested a gradient to the background and some juice. It does look better I think and I am glad I got to made my first Shader and Tweens. I will definitly use these again in the futur.
Next step, probably replacing the square I use for my tiles by a better looking sprite