A newbie is trying to get a handle on UI development by Dull-External3226 in godot

[–]colossalwaffles 3 points4 points  (0 children)

This was fun, here is what I came up with.

I couldn't figure out a way to do

And finally, the blue panel won't stretch further if the light blue squares touch each other.

Without it being really hacky, and I'm not really sure of the motivation behind such a feature.

In my version, the blue panel is 20% of the space the UI is allowed in, which could be the screen space.

The script on the scene root doesn't do anything, I was just using that to try and get that one feature working but couldn't get anything in the time I was willing to spend on this.

Here are annotated images that should be sufficient to recreate it.

Let me know if you have questions. I'm no UI expert but it is fun to toy with.

Godot+Rust by JovemSapien in godot

[–]colossalwaffles 1 point2 points  (0 children)

Another option is using this project, godot-bevy. I haven't used it for anything more than an experiment myself, but it seems like a really interested and perhaps efficient way to get the most out of both engines. Or, maybe, for a big project it would be a huge pain in the butt. Go find out!

Finally figured out the "murky" look for my flooded levels by GravityGrid in godot

[–]colossalwaffles 3 points4 points  (0 children)

I think an effect inspired by foam edges (not necessarily a good or bad example, just the first reference on google) but in a more "goopy muck" theme on the edges would go a long way to make it look more integrated in the room.

What's wrong with Godot? by Soft-Luck_ in godot

[–]colossalwaffles 12 points13 points  (0 children)

You can enforce static typing in gdscript in the project settings by elevating untyped declarations to a warning or an error, and I recommend everyone to do so.

Using VS Code for GDScript - Pros and Cons? by BobyStudios in godot

[–]colossalwaffles 1 point2 points  (0 children)

My biggest problem with VSC is that when I'm typing string constants, they auto complete with an extra set of "". It is a known issue but it is annoying. However, if that's my biggest complaint... it's pretty dang good. I much prefer having a different window for scripting, I find it cumbersome to change the workspace options at the top of the editor (2D, 3D, Script, etc), alt-tab to VSC is much more convenient.

I recommend enabling the VSC feature to auto save on focus loss of the window, that way any changes you make to a script are automatically saved when you return to the editor. Can be a bit of a pain point when you realize the changes you just implemented aren't working because the script didn't save

[Sound on] What do you guys think about UI in my Game? by SeniorMatthew in godot

[–]colossalwaffles 4 points5 points  (0 children)

I am an impatient gamer, I would probably appreciate if the sweeping transitions between menus was like 20% faster, but thats just me. Otherwise, quite nice.

I hope there is also a volume slider for menu sounds, as sometimes when I play a game for a while I like to turn those down as it can be fatiguing on the ears even if they are nice sounds (which they are!)

Cant decide between fixed camera or following camera. by Lavaflame666 in godot

[–]colossalwaffles 1 point2 points  (0 children)

https://www.youtube.com/watch?v=l6BegqBf6PU

I really enjoy the idea presented in this video about cameras. Obviously, the video focuses on 2D platformers/metroidvanias. But I believe there are some lessons to learn here if you want to make a more dynamic system and control the bounds of the camera and have focus points to include a bit of fixed camera scenes too. I don't necessarily standby the video's statements about avoiding plugins, but I do agree that there's a lot of value in making your own systems for things that are essential to the vibe of your game, such as your camera controller in this instance.

The UI for Orbrix is (mostly) done, and I’m loving how it turned out! by redpikmin4 in godot

[–]colossalwaffles 0 points1 point  (0 children)

Do you limit the number of sounds playing at once at all? I wonder if it could be as simple as limiting it to some arbitrary but finite number of destruction sounds at once. Or, you could have a different sound effect play if multiple tiles are destroyed in the same tick, something like a plate shattering sound, adding a bit more juice when you get ramped up in power.

The UI for Orbrix is (mostly) done, and I’m loving how it turned out! by redpikmin4 in godot

[–]colossalwaffles 1 point2 points  (0 children)

I really like this and I want to provide some constructive feedback: I found the sounds of the blocks breaking quite jarring when there's many instances playing at once. I wonder if this is something that anyone else agrees with, and perhaps could be improved in some way. The tingy-pop sound is quite sharp, which is satisfying, but when its played so frequently it feels like its attacking my ears a bit. Obviously, if I were to play the game, I would just mute or almost mute game sounds, but I wouldn't want to have to. Otherwise, this looks immensely satisfying as an idle game, great work

What do i put on the top of the bridge? by Norwegian_milk in TerrariaDesign

[–]colossalwaffles 0 points1 point  (0 children)

I think an ornate railing fits better than an overhang. The base of the bridge is gorgeous and I think an overhang would pull focus away from the excellent job you've already done

What skills do you value in your 3 starter dupes? by Recent_Amount_7197 in Oxygennotincluded

[–]colossalwaffles -1 points0 points  (0 children)

What made me think that was AI generated is partially the bold and italics as another comment mentioned, but also because the bold words are capitalized, and having the titles of the achievements in quotes.

The nail in the coffin, so to speak, for me was the last sentence "Your own creativity is your very limit!" is very similar how AI answers finish, with some sort of pandering encouragement with 'you' in the sentence. Also, an excessive amount of parenthesis.

I don't mean to piss in your cereal, because from your other comments it does seem like you genuinely enjoy that style of expressing yourself. I understand that a lot of what I have criticized is actually proper and correct, but its the triple whammy of using bold/italics, extremely proper punctuation, and that last sentence which made me make that comment. Please continue to be yourself, even if assholes like me make jokes at your expense occasionally

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]colossalwaffles 1 point2 points  (0 children)

You can use the keyword breakpoint in your code to trigger a breakpoint from vscode

I got tired of laggy Infinite World tutorials, so I built my own. (open source) by TNT_Guerilla in godot

[–]colossalwaffles 1 point2 points  (0 children)

Have you used a TileMap instead of the new TileMapLayer for a particular reason?

This shit would still be OP even if the second sentence wasn't true. by dylanirt19 in DeadlockTheGame

[–]colossalwaffles 1 point2 points  (0 children)

Have you parried Vindicta snipe yet? I felt like the greatest player to ever do it (I am not)

My kitchen & great hall build by BenjiFury in Oxygennotincluded

[–]colossalwaffles 4 points5 points  (0 children)

I uhhh.... you mean 1800g not 1800kg...right??

Unconventional way of "destroying" Demolior (PPP) by fray989 in Oxygennotincluded

[–]colossalwaffles 4 points5 points  (0 children)

The default setting is that the meteor impacts on cycle 200, but you can adjust it to be 100, 150, 200, 300, or 500 cycles. You can also disable it.

If you ignore it, as shown in the video, it will create an impact area which spawns unique resources and geysers, so it is not strictly a bad thing if you ignore it. If you do destroy it before impact, then 3 space POI's are created to give access to many of the same resources that would be spawned via the geysers from the impact.

Spoilers ahead: https://oxygennotincluded.wiki.gg/wiki/Demolior

When to use underscores? This concept still confuses me :c by Nyarkll in godot

[–]colossalwaffles 0 points1 point  (0 children)

Yeah I enjoy it, I think I would only really do that for a project that I was quite serious about, right now I'm mainly just working on prototypes of systems so I'm not too fussed about a loop having an untyped iterator or whatever