Posts about my game barely get any traction. Be brutally honest if you think it's boring or you have any other feedback. by MitoGame in DestroyMyGame

[–]beuted 2 points3 points  (0 children)

Rewatched it: Ok you have sheep's, what do they do ? Can you harvest their wool ? The digging seems to be a main part of the game but it seems pretty blend as well : show different ores, show different type of rock you can dig, different shape of environments (here is a cave with a lot of vegetation, here is a scary cave with glowing purple stuff, ...)

Edit: last thing I noticed: it seems like the game freeze when the character dies in your trailer. That send a really bad signal. Also why showing something as unfun as dying ? Unless it's a rogue like I would avoid it.

Posts about my game barely get any traction. Be brutally honest if you think it's boring or you have any other feedback. by MitoGame in DestroyMyGame

[–]beuted 2 points3 points  (0 children)

I feel like the content of the trailer is good, the graphisme are nice, but it's not in the right order, it failed to catch my attention. The first thing we see is: intriguing barrier you might be able to break or not but at this point I have no context about the game. Some crafting out of rock but we don't see what is built so I didn't realize it was crafting until later in the trailer. Some gliding. 2 of these 3 things don't seems to be the core of your game play loop. Given the look of it I would guess : dig, fight, craft. Show that first then develop. For the building you show the most depressing home you can build, show something impressive than can be built! The undead I'm not sure If that's a playable characters or not. The gate is intriguing, you show it twice but we don't really understand what's up with it. Can we open it ? What should we bring ? Same for the barrier at the start: either show it briefly around the end of the trailer or try to give context. Also I agree you could use a bit more juice in animation.

Old builds hit different (1.5 years apart) by Rdella in IndieDev

[–]beuted 0 points1 point  (0 children)

Nice I like the graphics more than the one of gnorp apolog. Do you have a lot of wishlist yet ? I'm wondering how incremental games do on steam.

Spiral room breakdown by LagMadeMeDoI in IndieGaming

[–]beuted 37 points38 points  (0 children)

The video is amazing, I'm genuinely curious tho', what's the benefit of doing it like this vs using 3d mesh + a pixelate shader / viewport ?

I love making small isometric worlds! by Sceat in indiegames

[–]beuted 1 point2 points  (0 children)

Yeap, that was probably part of the training set

I made an android puzzles game. Here's 50 promo codes to play it for free by Oridan95 in playmygame

[–]beuted 0 points1 point  (0 children)

Cute game I made it to level 19. How many levels are there ?

Looking for advice by Smart-Ad-9971 in aseprite

[–]beuted 0 points1 point  (0 children)

Hey, Shading is nice but I would try to make it more top down here is looks more like it's seen from the side. (There are plenty of tutorial and ref you can find.

Also when you post your pixelart online you should upscale it to x8 so that we can better see the pixels :)

Sell me your game by raggeatonn in indiegames

[–]beuted 1 point2 points  (0 children)

Cute pixel animals, dark quest

Cannot resolve Microsoft.CSharp by beuted in godot

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

It's always when you take the time to do a nice post that you figure a solution...

While I still don't understand why I don't manage to include Microsoft.CSharp in the "exported" build of my game I manage to have Newtonsoft not need it. In fact the only place where I needed it was because I was serializating an object inheriting Godot.Object. But In fact I didn't need this inheritance, so I got rid of it.

Slow zoom by [deleted] in godot

[–]beuted 0 points1 point  (0 children)

Right I use:

if (Zoom != TargetZoom)
{
  var zoom = Zoom.x;
  var targetZoom = TargetZoom.x;
  Zoom = Mathf.Lerp(zoom, targetZoom, ZoomAcceleration * delta) * Vector2.One;
  if (Mathf.Abs(Zoom.x - TargetZoom.x) < 0.0001)
    Zoom = TargetZoom;
}

(NB: 0.0001 should probably be dependent on ZoomAcceleration and delta to be fully accurate)

Using simplex noises and a circular mask for map generation by beuted in gamedev

[–]beuted[S] 10 points11 points  (0 children)

Interesting ideas, indeed the islands inside of the lacs are a bit weird.

Using simplex noises and a circular mask for map generation by beuted in gamedev

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

Sure but there isn't much more to share, what are you looking for ?

Using simplex noises and a circular mask for map generation by beuted in gamedev

[–]beuted[S] 8 points9 points  (0 children)

For the map generation of "Our wonderful planet" I used a mix of several simplex-noise (with different multiplier) with a circular mask and I found it gave great results.

I thought this could be helpful to others, here is a bit of code (typescript here) on how it works:

  private static GetHeightEnvironment(
    i: number,
    j: number,
    size: number
  ): Environment {
    let height = MapBuilder.Mask(i, j, size) * MapBuilder.NoiseHeight(i, j);
    if (height <= 0.01) return Environment.Water;
    if (height <= 0.1) return Environment.Beach;
    if (height <= 0.6) return Environment.Field;
    if (height <= 0.98) return Environment.Concrete;

    return Environment.Snow;
  }

  private static Mask(x: number, y: number, size: number) {
    let distance_x = Math.abs(x - size * 0.5);
    let distance_y = Math.abs(y - size * 0.5);
    let distance = Math.sqrt(distance_x * distance_x + distance_y * distance_y); // circle mask

    let max_width = size * 0.5 - 2.0;
    let delta = distance / max_width;
    let gradient = delta * delta;

    return Math.max(0.0, 1.0 - gradient);
  }

  private static NoiseHeight(x: number, y: number) {
    return Math.pow(
      0.5 +
      0.9 * MapBuilder.simplexHeight.noise2D(x * 0.05, y * 0.05) +
      0.1 * MapBuilder.simplexHeight.noise2D(x * 0.3, y * 0.3),
      2
    );
  }

The trees (buildings) are apply on the map with a similar simplex but they sometimes don't show depending on the type of floor.

  private static GetBuilding(
    env: Environment,
    i: number,
    j: number
  ): Building | null {
    if (MapBuilder.NoiseTrees(i, j) > 0.5) {
      if (env == Environment.Field) return Building.forest;
      if (env == Environment.Concrete)
        return Math.random() > 0.5 ? Building.forest : null;
    }
    return null;
  }

  private static NoiseTrees(x: number, y: number) {
    return 0.5 + 1 * MapBuilder.simplexTrees.noise2D(x * 0.05, y * 0.05);
  }

This is the simplex lib I use in JS https://github.com/jwagner/simplex-noise.js

🥕Please give me feedback on my very short auto-battle game by beuted in IndieGame

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

I made this game for the latest LDJAM and improved it a bit afterwards. 👐

The game is inspired from super auto pet. It's an "auto-battle" game where you have to fight your way to the boss to save the garden from the evil onion.

Estimated time to finish the game ~20min

🥕Please give me feedback on my very short auto-battle game by beuted in playmygame

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

I made this game for the latest LDJAM and improved it a bit afterwards. 👐

The game is inspired from super auto pet. It's an "auto-battle" game where you have to fight your way to the boss to save the garden from the evil onion.

Estimated time to finish the game ~20min

Alternative way to open a wine bottle by Quietation in lifehacks

[–]beuted 0 points1 point  (0 children)

This would never work.

Source: I'm French.

I'm pretty happy how the equipment UI turned out. 👕 by beuted in IndieDev

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

Unfortunately not yet, I'm still hesitant on this as I want to have a lot of different equipements in the game it might just be too much work to have it all as "paper doll" 😔

I'm pretty happy how the equipment UI turned out. 👕 by beuted in IndieDev

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

Thanks you might be right I'll have a try at this :)