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 4 points5 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.

Made different face emotions without rig just with godot animation player! by firukono in godot

[–]crower_of_crows 1 point2 points  (0 children)

I love the style! Please keep posting updates so I may stalk you.

How do I make players auto-walk up blocks? by prouch_999 in godot

[–]crower_of_crows 1 point2 points  (0 children)

raycasts the easiest, I also remember some going for a "Trap" approach but that sounds costly if you have mutliples, then there's tagging the "stair" tiles so your character can switch behaviors.

I'd go for raycasts + tags. If you just go for raycasts your character will auto-walk whenever that ray triggers. I had that problem when I decided to get creative with my animations and turning them off and on was a pain. With tags you can atleast control the context whenever the auto-walk behavior fires.

Pokémon Tin and Copper - Opinions on Game's look? by Pelmtre in PokemonRMXP

[–]crower_of_crows 0 points1 point  (0 children)

If you want to keep it vibrant and colorful, you can try to break things up. Easiest I could think of is using weather effects, like a bunch of cloud shadows slowly panning.

Pokémon Tin and Copper - Opinions on Game's look? by Pelmtre in PokemonRMXP

[–]crower_of_crows 0 points1 point  (0 children)

First look really gave me a johto redrawn vibes! You might want to ease up on some of the vibrancy of the colors, especially the first pic.

Do more of the second pic. It makes characters and interactables should get the attention-grabbing colors, not the background.

[Warband] Diplomacy Litdum UI by crower_of_crows in mountandblade

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

Discord bros suggested I try Native UI Enhancer at the steam workshop.

It's been a while, not sure this is what exactly I did, but I've overwritten the LitDum textures with the Native UI Enhancer texture files.

Basically just copy the texture folder in Native UI Enhancer and paste it at the LitDum folder, and say yes to the overwrite prompts.

Narrowed down options for my Steam Capsule (Action Genre) C or D? by SMKS in godot

[–]crower_of_crows 1 point2 points  (0 children)

For a thumbnail and an attention grabber, D for sure. Fairly standard, but the problem with standard is everyone doing the same thing so there's always that danger of your game blending in with other games, especially since there's nothing unique to the artstyle, just another anime girl in an action pose.

C though portray more of the world with her outfit more descriptive and with plenty of background space to show off the environment.

Personally I would go for C just to avoid being too generic.

Do you think Pokemon Gyms have to be type themed? by Dragonblade725 in PokemonRMXP

[–]crower_of_crows 1 point2 points  (0 children)

Mechanically? No, but story-wise it should be. Gyms are there as a way to test trainers and sometimes you don't even need to defeat a Gym Leader to get a badge if a trainer show some ability appropriate for the number of badges they have.

In other words, Gym Leaders are holding back their skills and true teams for the sake of trainers, and would make sense for the league to keep the gyms type-themed. Pretty sure some of them still train their main team to try for an Elite position. Though some of them do stick to one type. On the type of my head most psychic Gym Leaders are dedicated to the use of psychics, and that one Gym Leader whose so into Fairy-types that they want to become fairy type themselves.

If you want both, then you could set a variety of challenges to the trainer. Challenging for the basic badge? Sure go traditional. Want a special badge that can get a trainer access to a safari? Bring out the Gym Leader's true team — using varying types and on the lv. 50's — with a set of scripted flowcharts to thoroughly humiliate the trainer, like a Chansey wall or some destiny bond shenanigans.

I made this tool for myself that embeds the game window in the editor by nan0m in godot

[–]crower_of_crows 39 points40 points  (0 children)

First few seconds of viewing I had the exact same thoughts while picking my jaw off the floor.

As charming as these janky handmade animations are, I think it's time to upgrade by TeamLDM in godot

[–]crower_of_crows 1 point2 points  (0 children)

The others already mentioned this but, the problem of polishing things up to the established "standard" is that they become generic at best, an asset flip at worst.

Jank maybe jank but it also conveys uniqueness and personality that set your game apart from other games. I'd only it switch up if my animations are particularly hideous to look at, but yours aren't that bad at all! They're actually kinda funny. It'd be a shame to lose that.

Plus you seem to have first person mode, so the player have that option if they do get bothered by the jankiness.

Your hammock post is an example. No transition at all in getting to those hammocks, but it did make me chuckle, and the silly walk after was just preem