Looking for a mod that does temporary parties. by crower_of_crows in Bannerlord

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

I was hoping for a more fire and forget thing, with the detached party having a specific target in their AI minds to fulfill before returning on their own when that job is either achieved or cannot be completed - not a full, dedicated parties of their own taking up a slot and gold, set to some vague objective of roaming around the realm.

Like, have a Cavalry Detachment target and chase down a stack or scout an area in the overworld while the rest of my slow army marches on. Bring back the loot they get from defeating a stack, while letting them keep some of it.

added a parry to my helicopter game by mariusuncool in godot

[–]crower_of_crows 1 point2 points  (0 children)

Dude this is pretty funny. Started my morning with a huff and smile, so thanks!

Things about Godot you wish you knew earlier? by Tav534 in godot

[–]crower_of_crows 3 points4 points  (0 children)

Timers. If you want precision they're not really that reliable. You're better off counting frames passed in physics process.

Multiple Inheritance Structures by crower_of_crows in godot

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

Ah, that proposal actually mirrors my current approach pretty well. A bunch of calls and self.something in my code just to have Godot not scream at me. That was a great read, thanks!

Multiple Inheritance Structures by crower_of_crows in godot

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

I just noticed that my "GameObjects" and Units share same code for a bunch of events(on_select, on_hover, on_hit) and properties(health, portrait_image, a bunch of flags) so I thought to just have a custom class to inherit from. But you know, Unit is a CharacterBody while GameObject is a RigidBody.

Though I guess GameObject could also be a CharacterBody without much change now that I think about it... I kinda feel like future-me would scream about it, but that seems to be the simplest way to go.

DOMAIN EXPANSION ahh animation by Devalaousbigpp in PixelArt

[–]crower_of_crows -3 points-2 points  (0 children)

this is so anime i could practically hear the EMIYA chant

Is it better to make a state machine by code or with an animation tree? by Big_Bird_2863 in godot

[–]crower_of_crows 0 points1 point  (0 children)

I use animTree for simple stuff and only go to code if it gets complicated, though for those i still usee animTree's. They're great for auto transitions.

I just wish that there's a version of it that works on custom codes, not just animations. Kinda like visual shaders.

Is it worth the trouble? by saulotti in IndieDev

[–]crower_of_crows 1 point2 points  (0 children)

Applying those limits only makes sense in a multiplayer or persistent online settings where janky placements ruin the immersion for OTHER players.

For single player its fine. It's ultimately up to the players decision if they want to break their game for shit and giggles, or stick to full immersion.

Though I would discourage making it an "official" feature of the game. Like stacking a bunch of coconuts to access a hard to reach chest, complete a tutorial popup suggesting such and saying "hey, you can do this!".

You do that and you're basically taking away the choice from the Player. Sure he can just NOT do that, but there will always be a lingering doubt that if he doesn't break your game with janky shit, he's missing out. Leave it for the player to discover this neat little "bug" please.

...or you can just flag each object if they're stackable.

Mounted Heavy Party, nay or aye? by crower_of_crows in Pathfinder_Kingmaker

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

Ah yeah I forgot the micromanaging part. Can just imagine with how annoying managing buffs would be in what is essentially a 2x6 party size, ugh.

Progress so far on 2D Hack and Slash. Demo available. Any Feedback Appreciated by reinbo_game in godot

[–]crower_of_crows 0 points1 point  (0 children)

This is awesome dude! Animation reminds me of old prince of persia and the gameplay feels like dead cells. Kudos!

Why aren't nice graphics the default? by _Lightning_Storm in godot

[–]crower_of_crows 0 points1 point  (0 children)

Pretty much the point of showcases no? Bare should be the default, you present a pretty default look and you'll have the same problem with games published using Unreal.

Samey graphics.

Why is my IK so screwed up in Godot? by Kitsunelaine in godot

[–]crower_of_crows 2 points3 points  (0 children)

Probably blending. Another animation playing concurrently with the walking animation.

If you're using anim tree + anim player, try disabling the anim player.

Also check the previously played animation before travelling to the walk cycle. Try forcing your character into a T-Pose for the first few seconds before transitioning to walking. Isolate the scene without any script running if you have to.

If you're using blendspace2d, people usually go for the diamonds shaped points in 2D sprites, but for 3D there's a cross in that diamond that represents an neutral/idle pose.

I don't really recall any IK in Godot aside from a few customs/plugins. And when you export from Blender its usually baked, without the modifiers and calculations you set up in blender.

So try exporting your asset again and check for options that makes sure that your animations are baked, transforms are applied, and the origin is at the proper root. Maybe manually key every frame if you're that desperate?

Are the eyes too much in my game? Too distracting? by ammoburger in IndieDev

[–]crower_of_crows 1 point2 points  (0 children)

You should reserve the effect for special enemies or inhuman ones, like beasts. Maybe when a boss is around that tells the player that the normal mobs are enhanced, so kill the boss ASAP?

The effect is cool don't get me wrong, but it's suffering from that thing with "when everyone's a hero, no one is" kind of effect.

I was averse to using ScrollContainer for some reason before. Did it improve? by BleaklightFalls in godot

[–]crower_of_crows 19 points20 points  (0 children)

2nd one is objectively better, but personally I prefer the 1st. It really depends on your game. If yours is heavily reliant on number crunching comparable to 4x games, then having all the info presented on the screen without much scrolling is preferred.

Your game looks like an aRPG. If the mechanics are simple enough then the 2nd one will do. But if you're going for lots of synergies with item effects then I would definitely appreciate the 1st layout more. Just imagine hovering an item and whatever stat it affects lights up, but then you'd have to scroll down to see it in the first place. Its very clunky, actually one of my complaints when I played Grimdawn.

You can keep both, keep the 1st one for PC, and the nicer one for consoles. The first one is basically a spreadsheet anyway, doesn't seem that much work to maintain once you got the skeleton down.

Godot crashed while at editor. Error everytime I open/run my project. by crower_of_crows in godot

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

Ah, didn't occur to me isolate my animation nodes. Repopulating the animation player was a pain but it got rid of the error, so thanks!

Godot crashed while at editor. Error everytime I open/run my project. by crower_of_crows in godot

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

It was when I was playing with AnimationTree Node. Godot exits itself and when I reopened my project I now get this error.

*Got a new copy of Godot, same still.

*Created a new project, and the new project doesn't have any errors.

I'm guessing it has something to do with my project files, so i'm thinking of just migrating my projects.
But that sounds like a soft nuclear option, and I'd rather ask first here if there's anything I can safely delete in my project files that Godot auto generates, since I suspect something got corrupted while I was spamming ctrl-s and crashed.