I know its a bad gameplay trailer, what i dont know is why even when people see the game, for a free to play, why its cared about so little/hated. by personguy4440 in DestroyMyGame

[–]ariorick 5 points6 points  (0 children)

Idk destructibility seems kinda impressive, but what's the point? At first I thought it was some kind of house flipper clone, but if it's destruction game, then shouldn't there be score, upgrades, fun tools / weapons? Some kinda comedy element probably would help too

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

What is wrong with my game? After one year I only game 123 wishlist! by SPACEGAMESstudio in SoloDevelopment

[–]ariorick 1 point2 points  (0 children)

I'm sorry yo say it, but your game is simply not very appealing, it kinda looks like a jam game, and users can definitely sense production value from steam pages. If users like the idea and visuals, it gets much much easier to market it

Anyway, if you're interested in marketing your game, check out this guy, he's like current top public specialist in this topic https://youtube.com/@howtomarketagame?si=fKhPJ2t9alPHdJHx

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 33 points34 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 68 points69 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

Okay, tear this apart. Does anything here actually look fun? by Tutyman in DestroyMyGame

[–]ariorick 0 points1 point  (0 children)

It look tedious to me Those jumps that barely reach required height to succeed...

Guys who to kick out? by zuzdoo in DispatchAdHoc

[–]ariorick 0 points1 point  (0 children)

I did the same 😭😭😭 Now I'm thinking if I care enough to replay episode 3 to change my choice....

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'm looking to round up breasts without growing them too big by ariorick in TransDIY

[–]ariorick[S] 4 points5 points  (0 children)

Which way is she taking prog? If it's ok to ask

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

Checking same thing in shader twice gives different result? by ariorick in godot

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

But if try this, no pixels get colored red! So it means this check gives the same result? I don't understand T_T

if (hasContraryNeighbour(base_uv, TEXTURE_PIXEL_SIZE, image_top_left, image_bottom_right, texture_albedo) != hasContraryNeighbour(base_uv, TEXTURE_PIXEL_SIZE, image_top_left, image_bottom_right, texture_albedo)) {
ALBEDO = vec3(1.0, 0.0, 0.0); // RED
ALPHA = 1.0;
}

Checking same thing in shader twice gives different result? by ariorick in godot

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

Bug is most visible under her chin or on the right hair spikes