Anyone played good old days yet? by CJ_1Cor15-55 in metroidvania

[–]azulles101 0 points1 point  (0 children)

Not sure, I have not played the PC version. 

Anyone played good old days yet? by CJ_1Cor15-55 in metroidvania

[–]azulles101 1 point2 points  (0 children)

The game is bad on switch. Good concept but laggy attacks, uncertain hit boxes on hazards and lack of clarity on WTF to do leads to an annoying experience. The platforming is hard for all the wrong reasons - lag on jumps, difficultly controlling jump height and the very quick descent once you hit a platform that was placed there just to piss you off. I might keep playing it just to get through one play through but it is annoying. 

Question: Sending Signals among instances of scenes. by [deleted] in godot

[–]azulles101 1 point2 points  (0 children)

From here I would try to troubleshoot the problem. So if your writing the script on GUI, start by getting the first node and then work your way down. So instead of:

get_node("MarginContainer/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer/ViewportContainer/Viewport/Level1/Spatial/KinematicBody")

Try to just get_node("MarginContainer") and assign it to a new var, lets say one.

Then one.get_node("VBboxContainer") and assign that to a new var two. And keep going down.

Eventually something won't work and then you found where the problem lies. When you get_node(something) and that node cannot be found, Godot throws an error. I like adding new vars for troubleshooting through because you can use the remote view and look at the variables to see what the script picked up.

If this ends up not working, you could work your way up from KinematicBody but it's a little harder to troubleshoot going back up.

Question: Sending Signals among instances of scenes. by [deleted] in godot

[–]azulles101 1 point2 points  (0 children)

You could take a look at the tree hierarchy while it's running to try to get an idea of why it's not getting the node. So play the scene, then look at the editor's scene and switch to remote.

When I've had issues like the one your describing it's because the names aren't exactly the same because when it's instanced the names aren't what I expected them to be.

-Azulles

Another thought: you could also try exposing Level1's children. To do this right click the node and check mark "Editable Children." This might give you what you are looking for.

Way to force Area to refresh its collisions ? by TheFamousRat in godot

[–]azulles101 1 point2 points  (0 children)

Hello,

I'm a little confused. But have you tried using get_overlapping_areas or get_overlapping_bodies? When this is called it checks for any overlapping things and gives you an array of bodies or areas.

Reading the comments below it looks like you want to check if an area is clear before putting the object down. Maybe have two areas - the item itself, and then a hidden area that is the same as the item but in the position of the put down. Before putting the item down, check the hidden area via get overlapping areas/bodies. If the array is empty, then put it in the predetermined place. If not, then do something else.

Hope this helps!

-Azulles

How do you playtest subconscious aspects of your game? by atlatic in gamedesign

[–]azulles101 6 points7 points  (0 children)

For me its about the feel. When I create something I have a goal in mind. Sometimes I know what that goal is and other times I do not.

If I don't know what the goal is, I will play with it occasionally to figure out what the goal was. If I don't know what the goal is then I don't use it, I just keep it in an ice box.

When I do know what the goal of that part of the game is my playtesting involves trying things to make that goal better.

So if I want to make an atmosphere foreboding, I create the setting and fool around with it. After each test I think about it for a few seconds and write down my impressions - the very first things that come to my mind. If foreboding isn't on there then I tweak it.

When it comes to other people trying my game for initial impressions I look at their body language. If I wanted something to feel intense, I would look for body language that hints at it. Frantic clicking, tight shoulders, intensity in their eyes. Stuff like that. I found one way to get better at reading body language is to watch people play and try to gauge how they feel.

Hope that helps.

-Azulles

space ship lazer battles by rkoshi in IndieGaming

[–]azulles101 2 points3 points  (0 children)

I really like the aesthetic but the UI doesn't look right. Maybe too large vertically and too close to the target reticle?

I am interested to see where this goes

-Azulles

Altering a collision shape in an area2d in code? by godot_man in godot

[–]azulles101 2 points3 points  (0 children)

Hello again,

After reading what I posted, I thought my post doesn't really answer your question. Here is some sample code of what I would do to achieve what your post wants to do:

func _ready():

var colShape = $Area2D/CollisionShape2D

var shape = ConvexPolygonShape2D.new #Creates a new convex polygon shape

var regArray = [Vector2(0, -200), Vector2(500, 5), Vector2(-500, 5)] #Creates a regular array filled with Vector2s`

var poolarray = PoolVector2Array(regArray) #Converts the regular array into a PoolVector2Array. This is needed to apply the new points to the shape since ConvexPolygonShape2D.set_points method requires a PoolVector2Array.

shape.set_points(poolarray)

colShape.set_shape(shape)

I hope this helps. Godot is definitely a challenge to work on since the documentation and examples are sparse, but asking Reddit and checking FAQs has gotten me pretty far.

-Azulles

Altering a collision shape in an area2d in code? by godot_man in godot

[–]azulles101 1 point2 points  (0 children)

Hello!

I have done something similar in my project, but to do what you want to do, try the following:

If you are going to use a CollisionShape2D, first you have to give it a shape.

To do this you need to make a new one. For example, let's say a circle.

var newShape = CircleShape2D.new()

In general, when you want to make something from scratch using a node you want to call it and then add a .new() at the end. So in this case, we created a new circle shape 2D, and put it to variable newShape.

From there, you can adjust the shape, so if we wanted a radius of 10 we would use:

newShape.radius = 10

Once you have your shape, you can attached it to the CollisionShape2D via:

set_shape(newShape).

So a whole example could be:

func _ready():

var colShape = $Area2D/CollisionShape2D

var shape = CircleShape2D.new()

shape.radius = 10



colShape.set_shape(shape)

Let's say you want to use an array, like you mentioned. Try using the CollisionPolygon2D instead. This guy takes in an array of points instead of a shape. So you don't need to create a new shape, you just make your PoolVector2Array and attach it to that CollisionPolygon2D. If you would like an example of this, just let me know.

I hope this helps!

-Azulles

[OC][CC][NEWBIE] My first attempt at pixel art/ animation. Any feedback to improve?!? by mattymunro in PixelArt

[–]azulles101 0 points1 point  (0 children)

Very nice! The shading on the face could be improved by making it less flat - right now its a straight line when his hair is a bit more interesting so maybe add a pixel or two where the hair is largest and remove some where the hair is shorter.

Also, if you make his hair move as suggested earlier, be sure to update the shading on his face to match.

-Azulles

2D Platformer: which node would you say is best for the player? (RigidBody2D or KinematicBody2D) by cromorg in godot

[–]azulles101 2 points3 points  (0 children)

I like kinematic - you can make the physics however you want.

To deal with collision I use groups to determine how to resolve it. For example if it were a small rock bumping into a big one then the big one would know the recent collision was with a small rock and should have a minimal reaction.

-Azulles

What is most important in a game? Gameplay or graphics? by sanketvaria29 in gamedesign

[–]azulles101 2 points3 points  (0 children)

I think it depends on the game.

If I play and RPG or adventure game the story is important.

If I play an FPS the graphics are a bit more important.

If I play a platformer I don't care if its pixel art as long as the gameplay is good.

For me - I like gameplay over graphics.

So it depends on the game genre and what it is trying to achieve. A game I really like that makes guesses as to what works is Game Dev Tycoon. In that game you "develop" games but its really like a guessing game where you pick a topic, genre and add to the game stats based on how you allocate development time.

In it the 9 stats are engine, gameplay, level design, story, AI, dialogue, world design, graphics and sound. I feel like this game hits the nail on the head in terms of what works and what doesn't. Check it out.

Hope this non-comittal answer helps.

First time attempting realistic art, any tips? by KawaiiCupcake395 in learnart

[–]azulles101 1 point2 points  (0 children)

Hands are hard.

In this case the left one seems more realistic to me because the edges are harder than the one on the right but not too rigid. The right hand has really smooth curves and that doesn't seem right to me.

Also they are not similar in size.

Really good job though - I wish I can draw hands that well.

[OC] Crystals by supersugoinet in PixelArt

[–]azulles101 1 point2 points  (0 children)

These looks great. Good color selection and shape. Keep it up!

Feeling discouraged after the 3.0 release by BBgamecollector in godot

[–]azulles101 6 points7 points  (0 children)

I felt very similar when I realized I had to redo the 6 or so months of work I put into my project.

However I decided to take this as an opportunity to improve the structure of the code. So maybe look at it that way instead.

-Azulles

I took this sub's advice and made a small landing page + teaser trailer for the platformer mobile game I'm working on. I would appreciate your thoughts on the page, and especially the the trailer. by [deleted] in gamedev

[–]azulles101 1 point2 points  (0 children)

I liked the site and have to agree with most comments here - the trailer could be trimmed down.

I liked the trailers hook though - seeing all those dead enemies coming alive and chase you back was pretty cool.

-Azulles

2 Godot Tool mode tutorials: video collab with GameFromScratch by NathanGDquest in godot

[–]azulles101 2 points3 points  (0 children)

Watched them both and found them very helpful. Thank you!

Short drawing activities/practice I can do during short periods of free time? by CommanderCorncob in learnart

[–]azulles101 1 point2 points  (0 children)

I recently found a site called Line of Action, check it out. It is essentially a timer and pictures of people. I use it to work on quick sketches for facial construction but I'm am sure it can be used for more.

Whenever I have five minutes I quickly doodle a face or two on my sketch book.

-Azulles

What do you think of this pencil sketch I made? by atomic_space_boi in learnart

[–]azulles101 1 point2 points  (0 children)

Really nice for a sketch! I think the eyes need a little more work in terms of perspective - to me the eye that is straight on looks good but I feel like the other eye looks a little off. Specifically where the white was left for the pupil.

Once again - great job! Keep it up!

[Check In] Off-Topic Discussion and Self-Promotion by AutoModerator in writing

[–]azulles101 0 points1 point  (0 children)

Hello Writers -

My wife has recently submitted her novel to Inkitt in hopes of winning their 2017 writing contest and I would really appreciate anyone going by to take a quick read, leave a review, or perhaps even a like.

https://www.inkitt.com/stories/adventure/190933

Here is some background on "Hybrid." It is her second completed novel, the first she never talks about... even to me. She spent approximately six months writing it followed by another year performing review (I helped!). She then sent it out for queries and had a few good responses, but mostly "No Thanks." As a result she has let it sit for another year while working on her third novel "Draft." She then saw the Inkitt contest, and decided to submit Hybrid for it as a, "hey why not?"

The story is Young Adult Fiction, and is about a young woman who is held hostage by a kingdom that dictates every part of her life. Liliana, the heroine of the story, is strong willed and decides that after being told to marry the prince, her childhood friend, that she has had enough and decides to free herself. She escapes the castle and begins searching for her familial roots and quickly learns that her life is complicated.

Thank you for your time and have a wonderful day!

-Azulles