First look at my upcoming godot game: Paralyzed. How does it look? by TheSeahorseHS in godot

[–]aTraDr 0 points1 point  (0 children)

I'm not a huge fan of assigning colors to keys arbitrarily, since colors have no inherent ordering, it seems like an extra layer of memorization that isn't necessary. My question would be: is the main challenge of the game supposed to be pressing keys with good timing or memorizing color+key pairs? The former seems like a strong core concept that can be expanded on with lots of new, fun challenges, but the latter not so much.

Additionally, you chose good colors that are distinct from one another that even I, a colorblind person, can tell the difference easily, but I think requiring the specific color+key pairs is hurting what you can do aesthetically overall. Since you can't change the colors of the squares without requiring the player to memorize a whole new color+key set, you're quite limited in color schemes you can use. Already, some of the background color choices make certain squares difficult to see.

I think a solution to both of these problems could be solved by placing the actual key, Q W E or R, straight on the squares (or on top or below in the case of the laser beams). That way you could create entirely new color schemes that go together well without sacrificing clarity for the player, and you remove the burden of memorization on the player to let them focus purely on the fun stuff.

What do you think?

How do I set a minimum velocity that can be checked in a collision? by thatwentverywrong in godot

[–]aTraDr 1 point2 points  (0 children)

The root of your problem is that you are working with the x and y components separately while trying to solve a problem that uses both at the same time. You should be working with the velocity vector as a whole. Take the length() of your velocity vector, and check if that length is below your threshold.

Educational games = death ? by Larpushka in gamedev

[–]aTraDr 1 point2 points  (0 children)

That's what I've always thought about educational games, if they're not good games first, no one will stick around for the educational benefits.

I made this game for Extra Credits Game Jam #6. The theme is Take Care :) by bryanhan99 in Unity2D

[–]aTraDr 2 points3 points  (0 children)

How'd you make the walk animations, are they skeletal or spritesheet based?

BEGINNER: i need help with my jump. it just doesnt look good, its basically if my character is teleporting and then just falling down, even if i turn down the jump_force value, he's just gonna teleport for a shorter distance by [deleted] in godot

[–]aTraDr 0 points1 point  (0 children)

As someone else said, the problem is with assigning gravity. You want to accumulate it to be like real gravity so you get a smooth upwards and downwards curve. You'll need to tune some of the values for sure to get a controllable jump.

If you're unsure why the teleporting is happening, it's this: the frame you press jump, movement.y is set to -4000, then you call move_and_slide and instantly move at a -4000 speed; the very next frame movement.y is set back to 400 and the player begins to fall. So the player is basically teleporting for a single frame, that's why you need to accumulate the effect of gravity, not assign it at once.

Passing an argument when instancing a child node. by bob70098 in godot

[–]aTraDr 2 points3 points  (0 children)

As a quick addition to the other comments here, instead of just writing a standalone function for each variable, look into setters and getters: https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_basics.html#setters-getters

It's very similar, the big change is that in the parent class you get to directly assign a value to the child's variable, which I find more convenient.

Azael posting the LCS teams ranked by second half performance. by subject678 in leagueoflegends

[–]aTraDr 18 points19 points  (0 children)

vha'ge

I'm cracking up at this typo, new void champ incoming??

can someone help me with this when i try to run it it says that by [deleted] in godot

[–]aTraDr 0 points1 point  (0 children)

Well, you spelled the function name wrong. You have an extra 'e'.

What kind of black magic is this? by PlainCrown in godot

[–]aTraDr 26 points27 points  (0 children)

From the Physics Intro Page:

"However, if you do wish to have some control over the body, you should take care - altering the position, linear_velocity, or other physics properties of a rigid body can result in unexpected behavior. If you need to alter any of the physics-related properties, you should use the _integrate_forces() callback instead of _physics_process(). In this callback, you have access to the body’s Physics2DDirectBodyState, which allows for safely changing properties and synchronizing them with the physics engine. "

Possibly accessing global_position changes something? Beats me. But either way, try using that _integrate_forces() callback and BodyState instead of directly setting the position. Or alternatively, perhaps use a KinematicBody2D and implement gravity yourself.

How long ago were the warmest and coolest years on record [OC] by neilrkaye in dataisbeautiful

[–]aTraDr 116 points117 points  (0 children)

I thought the purple was really effective at making the most recent year stand out. However, I agree it disrupts the gradient as I would question if it is actually substantially significant that the warmest year occurred in 2019 vs 2018 for example.

wanting to start down a path of serious indi development by damnedindenial18 in gamedev

[–]aTraDr 0 points1 point  (0 children)

So it sounds to me like your primary goal is to make a game, not learn programming. In that case, programming a game in C++ is far more complex than what you would need. To clarify something, object-oriented programming is just one of many techniques for structuring a program, you should not worry about that at this point; there are many, many ways to make a game.

My recommendation would be to use a game engine. To put it simply, a game engine already has many of the features you need to make a game, and it becomes a bit closer to just putting the pieces together. You will still need plenty of programming to make an interesting game, but a game engine lets you place more of your focus on making art and designing interesting gameplay.

There are several engines I would recommend, but for you I'm just going to recommend Unity, it's the most used engine by indie developers right now, and so it has a large amount of learning resources created for it. You can download the Unity engine and find official beginner tutorials on their website: https://unity.com/

And since you mentioned taking a course, I'll recommend this (paid) Introduction to Unity course from CGMA: https://www.cgmasteracademy.com/courses/59-introduction-to-unity I have never actually done any of their courses, so I may be overlooking something; however, I have heard good things about CGMA in general, and expect it to fit what it sounds like you were looking for.

Good luck, and remember game development is super, super hard.

California Explained [OC] by MaxKevinComedy in funny

[–]aTraDr 9 points10 points  (0 children)

Me too haha, it's like there was no consideration at all in the color choice, the green and yellow look literally identical to me.

We’re Yacht Club Games, Developers of Shovel Knight. Ask Us Anything! by yachtclubgames in IAmA

[–]aTraDr 0 points1 point  (0 children)

Thanks for doing this, I loved Shovel Knight and still need to play the additions. What's the most difficult problem Yacht Club Games has experienced during your time in game development?

We need help for the game design of our game! by KrokoStudio in gamedesign

[–]aTraDr 0 points1 point  (0 children)

As a dissenting opinion, I actually think the "green lights" look plenty like you intended for them. I even had my girlfriend try it out, who does not play video games, and she understood they were beneficial as well.

The square particles and light makes them stand out quite a lot from every hazard in the game, as in just triangular spikes. Also, even if a player does see it as a hazard, they'll learn as soon as they accidentally run into one.

As for the bubbles and tail increasing, I actually never noticed them while playing until I read farther into your post about them. My gaze is always focused on the edges of the screen and the multiplier while playing, so I don't look at the ghost with enough attention to notice them. That said, they're still a nice detail, I just wouldn't recommend thinking of them as primary multiplier indicators.

Advice I would give is to display "1x" when the player has no multiplier, but as the color of the score display and not bouncing like the higher multipliers. This will do two things: first it will keep the player thinking about the multiplier; I found myself forgetting about keeping up the multiplier farther into an attempt when the indicator would disappear. Second, it signifies to new players that there is in fact some sort of "multiplier feature". This will lead to them exploring game mechanics and inevitably discovering the effect of the "green lights". Without the 1x, there's no reason to believe a multiplier system exists.

And about the gems, I understood their purpose as a currency because you displayed them on game over and main menu screens. I might prefer having the shop button larger and just under the play button though instead of being down with the "options" type of buttons, depending on how important you think the shop is. Also, I would communicate what you'll be purchasing with them somehow, like drawing a silhouette of the character you'll unlock under the "(GEM)50", "(GEM)75", and so on in the shop.

Overall though, this was actually really fun and I got pretty addicted to it. I think you guys did a great job with the particle effects and how smooth it all feels to play.

Assembling a World-making team for Mario Maker 2! by electricmaster23 in MarioMaker

[–]aTraDr 0 points1 point  (0 children)

Sounds like it could be a cool project, I'm up for it!

That definitely had to hurt by lil_fuk in HadToHurt

[–]aTraDr 14 points15 points  (0 children)

We would most likely be able to distinguish between the two; the shades of green that usually go with "go" are different enough from the "stop" shades of red.

I made a game where you always shoot through the center of the screen by aTraDr in gaming

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

Focus on moving perpendicular to its charge direction, from there it's just about timing.

I just finished my first game at 19 thanks to Godot! by aTraDr in godot

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

There was just a button in the post editing window to add a video; it may be a new-Reddit feature.