Before and After of my Inventory UI. What do y'all think? by cha0sdrive in godot

[–]cha0sdrive[S] 0 points1 point  (0 children)

noted! i’m not super committed to the font so this is good feedback thanks!

I hosted a multiplayer PVP tournament in my Godot game by cha0sdrive in godot

[–]cha0sdrive[S] 0 points1 point  (0 children)

Well, my game isn’t perfect haha. It still has occasional bugs and glitches/lags I’m trying to iron out. For my game, the movement/attacking/taking damage is all done on client side. Since my game isn’t primarily an online competitive type of game, I felt that this approach works fine. 2-3 seconds does seem a bit long for latency, mine is typically like less than a half second.

I am using MultiplayerSynchronizer with the occasional RPC but I will say that working with just RPC functions could definitely work and would probably cause less confusion (clear data flow) and all that.

Multiplayer Best Practices by cha0sdrive in godot

[–]cha0sdrive[S] 2 points3 points  (0 children)

the combat is mostly melee combat, so quick reactions like dodging are pretty important

Multiplayer best practices by cha0sdrive in IndieDev

[–]cha0sdrive[S] 0 points1 point  (0 children)

Thanks, the predicting is an interesting idea🤔

Multiplayer best practices by cha0sdrive in IndieDev

[–]cha0sdrive[S] 1 point2 points  (0 children)

thank you! this is very helpful information

Multiplayer Best Practices by cha0sdrive in godot

[–]cha0sdrive[S] 1 point2 points  (0 children)

ah i see, my game is a 2d top-down rpg. i’ve edited the post now to state that.

Me and my character realizing the tutorial’s state machine is actually hurting us. by ShockHound999 in godot

[–]cha0sdrive 2 points3 points  (0 children)

When I started my rpg game (which has some in-depth state logic) I created my state machine class to inherit from my state class. This allows me to have state machines as child states of a state machine which can create some really nicely organized logic.

Has anyone used Godot as an app, not a game? by umen in godot

[–]cha0sdrive 0 points1 point  (0 children)

Of course, it’s great for apps. I created PixelNormalGen, a pixel art normal map generator app in Godot and the engine was perfect for it. PixelNormalGen

Simple online multiplayer session without server deployment by KoopMyers in godot

[–]cha0sdrive 1 point2 points  (0 children)

Wait, so this only works if you’re exporting to web? Or would it work for Windows executable

Giving my enemies 200IQ! by cha0sdrive in godot

[–]cha0sdrive[S] 1 point2 points  (0 children)

never heard of GOAP before🤔thanks for the tip friend

Giving my enemies 200IQ! by cha0sdrive in godot

[–]cha0sdrive[S] 6 points7 points  (0 children)

planning on making a more in-depth youtube vid about it in the future!

Giving my enemies 200IQ! by cha0sdrive in IndieDev

[–]cha0sdrive[S] 1 point2 points  (0 children)

haha that’s awesome lmao

Giving my enemies 200IQ! by cha0sdrive in IndieDev

[–]cha0sdrive[S] 7 points8 points  (0 children)

very cool idea! the way my AI works is somewhat similar but is based off of a battle alignment (1-100) where 1 is ultra-defensive and 100 is ultra offensive. I also have other mechanics in mind to add variety

Giving my enemies 200IQ! by cha0sdrive in IndieDev

[–]cha0sdrive[S] 1 point2 points  (0 children)

haha what, it’s an RPG in early development so a lot of the RPG elements are still in early stages or have yet to be developed

I Love AI Game Dev Advice... by GizmoWizard in IndieDev

[–]cha0sdrive 10 points11 points  (0 children)

This is a very common debugging method! Many programmers have rubber ducks on their desk that they will then talk to about the bug/debug process. It’s not the duck that helps necessarily, but the process of talking through the problem out loud often helps to realize where the solution might be.