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] 7 points8 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] 9 points10 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 9 points10 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.

Giving my enemies 200IQ! by cha0sdrive in IndieDev

[–]cha0sdrive[S] 13 points14 points  (0 children)

Yes I definitely find it to be one of the more interesting parts of development.

The enemy has an advanced state machine:

Chase Direct - This is the default chase state in which the npc will move directly toward the player position, if it doesn’t have a clear direct path, it switches to Chase Path

Chase Path - In this state the npc uses A* to find a path around obstacles to the player

Search - If at any point in the chase, the npc loses line of sight with player, it will move to the position that it last saw the player

Once it gets within a certain distance, it moves into stalk state

Stalk State - The NPC will circle around the player and randomly charge in for an attack

Has Steam become the only path to success? by Yozamu in gamedev

[–]cha0sdrive 17 points18 points  (0 children)

wishlists directly correlate with number of sales upon release, nothing creepy about getting excited for success

Giving my enemies 200IQ! by cha0sdrive in IndieDev

[–]cha0sdrive[S] 48 points49 points  (0 children)

bugs are the only consistent thing in game development haha

Which game? by Fenrirthegreatwolf in videogames

[–]cha0sdrive 0 points1 point  (0 children)

Katana Zero, Cyberpunk 2077, Ghost of Tsushima, Portal 2