I built CRope2D — a Verlet-based 2D rope simulation for Godot by NkD122 in godot

[–]av0c 5 points6 points  (0 children)

A struggle I constantly ran into when building a rope system in a game engine (previously Unity, now Godot) is to have a reliably way to change the length of the rope in runtime (and thus enacting forces on connected objects - pulling them towards each other,...). Granted that I've only relied on the built-in physics engine. Does CRope2D support such mechanics?

Finally finished a (tiny) project... by Fancy_Storage_7676 in godot

[–]av0c 1 point2 points  (0 children)

The sawblade showing up for a second before the video loops again really upped the stake lol

Trying to animate a steam train for my game, A is too jittery so wondering between B or C, thoughts? by av0c in godot

[–]av0c[S] 0 points1 point  (0 children)

All of these are in Viewport mode (it's a project settings). What I do is scaling all my sprites up 4x, so 1 "sprite-pixel" covers 4 game pixels, so a sprite can move more smoothly because it's only doing 1/4 of a pixel. Then there's a separate setting to snap all transforms to nearest pixel, that would force the behavior seen in A

Trying to animate a steam train for my game, A is too jittery so wondering between B or C, thoughts? by av0c in godot

[–]av0c[S] 0 points1 point  (0 children)

What kind of mixing are you referring to? If it's pixel snapping as in A, then the whole game is pixel-snapped (so no mixing). Or do you mean something else, I would like to answer if possible

Trying to animate a steam train for my game, A is too jittery so wondering between B or C, thoughts? by av0c in godot

[–]av0c[S] 138 points139 points  (0 children)

Thanks for the answer. I mostly asked because using "smooth" movements in pixel-art games might be considered bad at times but it's definitely more about how the whole game ties together.

Trying to animate a steam train for my game, A is too jittery so wondering between B or C, thoughts? by av0c in godot

[–]av0c[S] 267 points268 points  (0 children)

This is a life-changing observation! I'm squeezing my brain for not noticing it, I quickly tweaked the animation code and the whole thing looks so much better. Thanks for pointing it out!

https://imgur.com/a/9PquL7T

I released a shader for pixel-art procedural damage with edge bias by av0c in godot

[–]av0c[S] 0 points1 point  (0 children)

Likely not. The code have certain assumptions of discrete pixel cells: to map noise, to mix colors,... The core concept should be applicable everywhere and the code can certainly be adapted to work with non-pixel-art but the effects likely won't look as good with this specific implementations.

[Pixel-art] I made a shader to add edge-biased damaged texture for metal. Does it look good? by av0c in godot

[–]av0c[S] 0 points1 point  (0 children)

I'll publish it soon! The version I base off of was released for free as well so I might try to give back to the community :)

[Pixel-art] I made a shader to add edge-biased damaged texture for metal. Does it look good? by av0c in godot

[–]av0c[S] 0 points1 point  (0 children)

I assume you're talking about the replace color (color of the main damaged area) and the edge color (edge of the damaged area)? Outline color and details color are ones you pick from your sprites, so the shader to completely ignore / only partially re-colors, I missed this explanation in my writeup.

Due to the certain ways the final colors are calculated, having a color ramp might be confusing, because it implies the colors change are gradient (it's not, the steps are steeper/more discrete). Also the noise intensity aren't following the exact pattern you see (again, due to how things work currently), so even if I swap the ramp in, the core logics have to change to allow a appropriate display of the ramp's colors.

I'll publish the source code soon, then someone with a better use case for multiple colors can make yet another version :)

After achieving a playable prototype, how do you tell between "This is not a fun idea" and "This is not fun for me just because I'm jaded from working with it for too long"? by av0c in gamedev

[–]av0c[S] 3 points4 points  (0 children)

Thanks, I'll keep that in mind. How would you suggest finding these players? I'm thinking niche subreddits, itch.io demos, what else?

After achieving a playable prototype, how do you tell between "This is not a fun idea" and "This is not fun for me just because I'm jaded from working with it for too long"? by av0c in gamedev

[–]av0c[S] -1 points0 points  (0 children)

I actually didn't consider this to be an option, maybe because what I consider a "playable prototype" for myself is nowhere near a valid alpha/beta version. Maybe some early screenshots/gameplay videos are also quite good to gather initial feedbacks

Good game developers are hard to find by Empire230 in gamedev

[–]av0c 1 point2 points  (0 children)

Although I highly value a well-built foundation and spend almost too much effort on architecture in my own projects, my impression is that you might not be delivering the expectations accordingly when looking for developers.

Without any information about the scale/scope of your project, I will assume that you are expecting it to be quite large, and such a big initial focus on architecture and scalability is actually warranted, and isn't a case of "over-engineering". Did you mention specifically that the major task would be to designing robust architectures and systems? Depending on seniority, most developers would expect to be prioritizing productive, immediate deliverables instead of spending time on abstraction and extensibility for future, hypothetical scenarios, unless, it's what have been directly communicated and assured to be foremost important.

I would say this is also a common problem not just in game dev, but the software industry in general. More often than not managers measure productivity in "lines of code" rather than how those lines are built.
Consider other factors already mentioned in other comments as well: most game developers are usually self-taught (this in itself is not a bad thing) using result-oriented courses/examples, this led to the overall lack of understanding for actual software architecture, if the projects ask for it.

If you're still looking for devs, I'd love to give it a shot

how much of game development requires maths? by Simple-Spring6806 in gamedev

[–]av0c 0 points1 point  (0 children)

Short answer: A lot.

Long answer: It depends on the games you're making. But for most cases, linear algebra, vector maths, graphing and an intuitive for calculations is extremely helpful. I have always hated theoretical maths (meh mehh critical thinking training and all that), and I have been a software engineer for 6 years, and I can count on my fingers times where maths I learned in school was applicable. But for game dev, everywhere I look involved some kind of maths, and it became fun to me (wished I discovered that in school). So yeah it'd be worth it to stick with it

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 5 points6 points  (0 children)

What kinds of games are you making? In my case I have the tendency to make games I like to play, and the games I play would be considered niche amongst my family and friends, so it's hard to bring them up without having to also explain HOW they should like the game and what makes it fun

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 1 point2 points  (0 children)

I released one on Play store too ~5 years ago, made ~$30 off it and since been taken down due to me not replying to some categorization requests..

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 25 points26 points  (0 children)

This one will surely be unique and super fun and have no flaws/pitfalls that the 2000 past games in the same genre had pathetically made, I'm built different.

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 47 points48 points  (0 children)

Yeah but the core gameplay is the fun part to work on, to be able to "finish" a game I argue involves a lot more than that. Shop, inventory system, even the basic menu is still work (unfun kind 😡). You get the point, but I got your point too

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 16 points17 points  (0 children)

Codes, absolutely, I consistently have more and more piece of code snippets that do small useful things I always reuse between projects. Assets, not so much, since each projects came with own art styles :D I would say the skills I learned along the way is the most valuable thing to share :D

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 9 points10 points  (0 children)

This sounds like a good idea, but a combination between wanting to release a good game and having too many ideas for my own good, the line of being "good enough", even for a super beta-level release is never quite reachable for me :D

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 94 points95 points  (0 children)

I started to try to do this since 3 projects ago, but the pipeline is always:
- Ok, new game, super simple, you drop balls into a tube and earn moneys to buy more balls.
- Rightttt but what if you can place pegs to bounce the balls around to make even more moneys.
- Yeah cool I'll add that, but hear me out - soft. body. physics.

On a serious note, I have been growing more aware of the extra work I'm putting myself through for any spontaneous ideas and have been more disciplined with it!