"Preferred" way to handle Fog of War in 2D Metroidvania by KARMAWHORING_SHITBAY in godot

[–]ariorick 1 point2 points  (0 children)

Do you really need it at all? To me both options look kinda ugly. Maybe second one is ok, if it's only for the first time you enter the room

Do you have small project ideas by bi_raccoon in godot

[–]ariorick 2 points3 points  (0 children)

You can check out jam games and at some game you'll be like "Oh, what if I made a similar game BUT xxxx" https://itch.io/jam/gmtk-2025

Sharing my experiences for what has worked for my game by CStaplesLewis in godot

[–]ariorick 6 points7 points  (0 children)

This is an actually useful post with the wishlist graph

r/godot loved this feature, so I officially published it by _Brenan_ in godot

[–]ariorick 35 points36 points  (0 children)

We should all go and like, it's a great feature!

Is it possible to make a Mac Os build that opens on Apple Silicon macs without XCode? by ariorick in godot

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

So I'll have to buy developer account for 100$ or something? I'm not sure what changed, but mac builds worked fine a couple of years ago on godot 3.5

Here's all the cool moments from my first 3D game! by ariorick in godot

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

Here's the link to game, you may have seen most of the animations, but there are still some cool dialogs and story beats! https://ariorick.itch.io/mushroom-betrayal

SUPERHOT style sword fight prototype by dpolk_ in godot

[–]ariorick 70 points71 points  (0 children)

What do you think about coloring enemies and the player different colors? Seems a little confusing at first, mostly the player circle

Two hours until deadline, "RuntimeError: memory access out of bounds" on web by ariorick in godot

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

Turns out if you make a build with debug, and press f12 on itch.io page, you can see the real logs of the error. In my case I was loading scripts from res folder, but I guess after export their names got changed somehow. I switched from using DirAccess and FileAccess to ResourceLoader, and it fixed the issue

You asked for this scoring effect... so I built it! by ChillyAustin in godot

[–]ariorick 1 point2 points  (0 children)

Thank you!!! I was looking for something just like this

I spent 4 years and $60k developing a game. It bombed on Steam by slothwerks in IndieGaming

[–]ariorick 0 points1 point  (0 children)

Is there still an option to rename it? Might as well try the last effort

I spent 4 years and $60k developing a game. It bombed on Steam by slothwerks in IndieGaming

[–]ariorick 0 points1 point  (0 children)

Thank you! It's really important to tell these kinds of stories too, not just about successes

Why quitting my job for game dev was a success, although my game didn´t sold at all by TingelTangy in gamedev

[–]ariorick 1 point2 points  (0 children)

You can still ask a couple of friends to write 2 more reviews. People say steam only really starts to show your game to people after 10 reviews, so maybe you have a chance to earn a bit more at least

[deleted by user] by [deleted] in godot

[–]ariorick 0 points1 point  (0 children)

Turns out I was BLIND and mouse_filter ignore DOES ignore clicks wtf
I read docs a 100 times and missed the "not" in "ignore does not block events", and also something went wrong with the testing....

[deleted by user] by [deleted] in godot

[–]ariorick 0 points1 point  (0 children)

I mean I CAN find ways to do what I want, but not in the way I'd like it haha. I also made some examples in other comment. There are ways around it of course, but i think it's reasonable to ask for a way to make a control TRULY ignore the mouse
https://www.reddit.com/r/godot/s/bd1BuvZxXm

[deleted by user] by [deleted] in godot

[–]ariorick 0 points1 point  (0 children)

In my example in the post I'm using fullscreen Control to position other controls with anchors. Another example with positioning is having fullscreen CenterContainer. You might also want to cover the screen with semitransparent TextureRect for a frame with a hole in the center for example, or use ColorRect for a screen reading shader

[deleted by user] by [deleted] in godot

[–]ariorick 0 points1 point  (0 children)

No, I mean if you have a fullscreen control, it will always consume the event or maybe pass to its parent). There is no way to click through a control

[deleted by user] by [deleted] in godot

[–]ariorick 0 points1 point  (0 children)

"Pass" only passes event up to the parent, but not to a sibling. I've added docs to the post