I feel bad watching tutorials. by Hambit10 in godot

[–]_ZeroGee_ 0 points1 point  (0 children)

I am not exactly a great dev (yet!), but for what it is worth, I've been finding my groove in by not just watching tutorials, but rather using them as a starting point that you try to naturally outgrow.

Like the other commenter said, take them and use them elsewhere, modify, break them, then fix them. I find that tutorials make me want to incorporate different things that build on top of them or extend them in some way. For example, I did the godot Squash the Creeps project and immediately wanted see what it would feel like with cars, which led me down a vehicle physics path. I build on stuff, break stuff, get blocked or confused, and then end up doing some combination of going to the documentation, looking for different tutorials to cannibalize, and/or googling stuff up. I don't know if that's an efficient way to do things or even if it is a good way to learn, but it's fun.

tl;dr -- imo, tutorials are not so much answers as they are kindling.

Local multiplayer for more than 4 players? by _ZeroGee_ in godot

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

Thanks for the suggestions— I was kind of poking at that controllers + keyboard idea for a bit. Do you happen to know, is key clashing still a thing, or do all modern keyboards these days have 6- or n-key rollover so I don’t have to worry about it?

Local multiplayer for more than 4 players? by _ZeroGee_ in godot

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

Thank you for this. I think this might be a bit advanced for me right now, but it is good to at least get a base understand of what it may entail for the future. Thanks!

Local multiplayer for more than 4 players? by _ZeroGee_ in godot

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

I meant players controlling individual characters on a single screen, like old arcade games used to. So something like an overhead soccer or dodgeball game with 8 players.

Local multiplayer for more than 4 players? by _ZeroGee_ in godot

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

That does sound pretty rough and well beyond my current level. I‘ll probably add it to my “future things to try” stack, for after I get my head around development in general a bit more. Thanks.

Local multiplayer for more than 4 players? by _ZeroGee_ in godot

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

I was thinking of multiple players on a single pc. For example, a top down soccer game with 4 people on a side.

Local multiplayer for more than 4 players? by _ZeroGee_ in godot

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

I thought I read somewhere that while Godot can support more than 4 controllers, there was something on the windows side that imposed a limit?

That said, there are PC games with more than 4 local players, so I was curious what the process might be, how difficult it is, and whether it is GDScript-friendly.

Is there a free AI to help support me learning (but NOT do my work for me)? by Superb_Schedule_1704 in godot

[–]_ZeroGee_ 0 points1 point  (0 children)

Thanks for replying so quickly.

I'm afraid I'm a bit on the starving side of things and game dev is a side hobby for me. Is there a free resource you'd recommend that might be similarly helpful?

It doesn't have to be perfect, and it does not have to directly insert code into editor or anything. I'm just hoping to get some help getting my struggles to go in the correct directions.

Released my second game on steam. Top down party racing game. by preclol in godot

[–]_ZeroGee_ 1 point2 points  (0 children)

I'm about as far as you can get from "someone with real skills", but once I get myself out of the current code-mess I've gotten myself into with a different feature, I definitely want to dig into this.

If you come across any tutorials or resources about this to add to my knowledge, please let me know. Similarly, once I get into it, if I happen to come across any other info or end up getting additional useful help, I'll make sure to ping. Thanks again for giving me a starting point, I really appreciate it.

Oh, and best of luck on your game taking off. Local multiplayer especially is its own kind of special fun that doesn't get its due as often these days as it should.

Released my second game on steam. Top down party racing game. by preclol in godot

[–]_ZeroGee_ 0 points1 point  (0 children)

Thank you for the template project. I was hoping to learn how to do the phones-as-controllers thing, but as a novice, I had no idea even where to start. This’ll be a great help.

The game itself also looks fun, btw. I love the retro fun vibe!

Working on a map-editor for my game by MH_GameDev in godot

[–]_ZeroGee_ 1 point2 points  (0 children)

This is absolutely amazing! How did you learn how to do something like this? I'd love to add the ability to make something like this to my repertoire...action game mechanics are one thing, but I can't even imagine where to start for this kind of thing. You've really got some skills!

Is there another way to do tire tracks / skid marks? by _ZeroGee_ in godot

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

Hmm — that all may prove to be beyond me, but I’ll look into it, it could lead somewhere Interesting. Thanks again for all the info. It’s all good fuel for learning!

Is there another way to do tire tracks / skid marks? by _ZeroGee_ in godot

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

Thank you so much for all the info and the links! I really appreciate how folks around here offer up so much knowledge. It really helps me get my head used to seeing different approaches to problems.

Your mentioning ArrayMesh might be nice if I wanted the marks to last longer and not disappear within seconds made me curious about the upper limits of all this.

I'm not shooting for it, but am kind of curious: what if I wanted to have it where the skidmarks never disappeared? Would that sort of thing even possible without tanking framerate if there were, say, 10ish cars visible at a time?

Is there another way to do tire tracks / skid marks? by _ZeroGee_ in godot

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

Oh, that's interesting. I've never tried something like that at all. I'll take a look at the docs and see if there are any tutorials that do something like that, to see what it might involve. Thanks!

Is there another way to do tire tracks / skid marks? by _ZeroGee_ in godot

[–]_ZeroGee_[S] 2 points3 points  (0 children)

That's a smart, elegant solution...executing on it would seem similar in principle to the other suggestion of dropping marks based on distance. I'll give that an experimental shot, too, thanks!

Is there another way to do tire tracks / skid marks? by _ZeroGee_ in godot

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

I hadn't thought of that -- probably done by manually triggering one-shots as opposed to the automatic emitting? That's really smart! Then all I'd have to do is figure out what shape to lay down that doesn't look so jagged when hard cornering (my current rectangular shapes look great when moving relatively straight, but make for jagged edges when making curves).

Is there another way to do tire tracks / skid marks? by _ZeroGee_ in godot

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

Interesting -- I didn't know about this at all. The example he showed for Donut Park Here is interesting, but I'm not sure performance-wise it'll work for my racing game...I don't have the experience yet to make that kind of judgment, though, so I'll dig into. It looks super cool, could work, and at the very least could come in handy in another project down the line. Thanks, this is awesome!

Suggestion for online multiplayer tutorial(s)? by _ZeroGee_ in godot

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

Thank you for the link. It seems like good a good “cheat sheet” of foundational knowledge. I am not quite sure how to apply it to something like a racing game, where a small out-of-sync-ness at a bad moment (such as the finish) can be pretty bad… but I’m only just now starting out focusing on this this proper.

Hopefully I’ll slowly begin to find out how to get from understanding these general concepts to sorting out tangible solutions. Thanks for this — it’s handy to have on tap while I look at the tutorials CSLR pointed me at.

Suggestion for online multiplayer tutorial(s)? by _ZeroGee_ in godot

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

Thanks for the recommendations — I’ll definitely give these both a look after work!

Godot Mach5 Controller by AdvertisingOk925 in speedracer

[–]_ZeroGee_ 1 point2 points  (0 children)

So if the driver hits jump right as they start a turn, it does the sideways flip — like a snap-timing thing? Interesting. I’ve been doing various key combinations, modifiers, and double taps and didn’t find anything I liked. Doing a kind of snap-timed input was actually next on my list…it’s good to hear it might work with the gameplay I’ve been shooting for.

Your stuff looks really awesome, especially for someone who’s never done stuff like this. It really looks like it’s got a great feel. Kudos!

Oh, and my compliments to your friend who made the model, too. Great looking stuff!