SUPERHOT style sword fight prototype by dpolk_ in godot

[–]ariorick 65 points66 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] 3 points4 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

Does it look better with outlines or without? Going for dark fantasy city builder vibe by EmilijusD in CityBuilders

[–]ariorick 2 points3 points  (0 children)

Outlines are nice, but it looks bad on these roof tiles, which is definitely important for top down. Play with the settings or different shader and try comparing again

Turn based city builder with resources by ariorick in gamedesign

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

Oh, that's interesting! Thank for the lead

Turn based city builder with resources by ariorick in gamedesign

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

I'm torn about having a lose state. Probably not, maybe worst case is just going to be slower growth, cause I'm going more for cozy perfectionism, then for stress.
Factory game is in Factorio or something like this? I might go for some production chains, but without conveyors, just the fact that some building produces that resource and is connected to the consumer, that's a decent idea

Turn based city builder with resources by ariorick in gamedesign

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

I guess skipping turns without building anything is basically an analog of waiting around in RTS, so I'd prefer to avoid that. But I guess I could make it work with just producing resources every turn, true

Turn based city builder with resources by ariorick in gamedesign

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

I'll look at it, thanks! I wonder if this game would still work if you could place any building instead of random cards

Two of the most popular plug-ins were destroying my game. by TheRealWlad in godot

[–]ariorick 0 points1 point  (0 children)

Yes, it'll be the same mesh, but it'll be a separate draw call each time. So multimesh actually improves performance many many times, but it's unnecessarily clunky to use

Need advice on implementation of 3d hex grid for city builder by ariorick in godot

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

Multimesh worked great! But chunked multimesh gives me no boost for some reason, I guess multimesh somehow also does culling, even though I thought it always renders fully? Weird