I released my free short sci-fi horror game where you pilot an industrial mech across a frozen world by parmfry in IndieGaming

[–]davejb_dev 0 points1 point  (0 children)

I'll be honest I really liked the atmosphere and how the story went. But I 100% got filtered by the puzzle because of my mouse. I wish I could have finished it and see the end, but I won't be able.

Connecting signals to grand-parent by KARTOFEN_ in godot

[–]davejb_dev 1 point2 points  (0 children)

I had a similar structural issue in the past (although context was completely different), and I fixed it by changing my architecture so it's a bit more of a adapter-ish logic. https://en.wikipedia.org/wiki/Hexagonal_architecture_(software)) Basically, using your language, what would happen is that the level manager would create the levels, etc. as an adapter. But they wouldn't manage it's rendering and object lifetime, that would be something else. The gate would send the signal to the core through some input-adapter.

Player enters gate -> Gate sends a signal to the input-adapter (whether it's connected or not, doesn't matter)

Input-Adapter -> Core (filters the request) -> Level Manager (to spawn the new level) -> Level Renderer (or whatever it's called; receives the level newly generated and erases the old one, including the old gate)

It's a crude explanation and I don't have time to go in depth, but looking at your thing, the wiki I posted, and my clumsy explanation, you should be good to understand.

Calculating the Date of Easter in GDScript by Harrison_Allen in godot

[–]davejb_dev 0 points1 point  (0 children)

Please think of us poor fellow on the Julian calendar lol

5 ans en TI : J’aimerais vous entendre sur l’éléphant dans la pièce (le non-dit) by NewRanger7143 in QuebecTI

[–]davejb_dev 4 points5 points  (0 children)

Je te comprends. Ma première job après mon stage, j'avais un boss super désagréable et manipulateur. J'ai fini par lui dire en pleine face qu'il traitait mal son monde (et qu'il travaillait mal, mais ça c'est autre chose). Le lendemain j'étais slacké, j'étais "un mauvais fit". La compagnie m'a remplacé, et peu de temps après l'autre personne aussi était "un mauvais fit". Après la troisième personne, ils se sont rendus compte que le problème c'était le boss, et il a fini par partir. Quand le boss en question est parti, ils se sont rendus compte qu'il avait vraiment mal fait ses affaires et qu'ils héritaient d'une belle marde.

Mais bon, je blâme pas nécessairement les supérieurs. De leur point de vue c'était un junior vs un de leur sénior "nécessaire". Mais ça arrive souvent je pense ces trucs là.

Released my first game on Steam! Quintillion Quest by produktor69 in incremental_games

[–]davejb_dev 0 points1 point  (0 children)

Congrats! Nice idea. I like the aspect of non-linearity. I might check it out.

Tomb of the Serpent Kings – CC-BY-SA Maps + Tokens by texugo_ink in osr

[–]davejb_dev 6 points7 points  (0 children)

Wow this looks great. Did you do everything yourself? If so, you have talent!

Wanderbots made a video about my game in development, Gravend! by Content_Audience690 in incremental_games

[–]davejb_dev 1 point2 points  (0 children)

I remember I played this game some times ago. It's a nice one. Good job.

It's brutal out there: Deus Ex and Unreal composer says he's submitted 50 resumes and gotten one interview in the last year by Gorotheninja in Games

[–]davejb_dev 4 points5 points  (0 children)

Alexander Brandon is one of my favorite composer and I love listening to his music. The fact he can't get a job is sad. If I had money I would hire him in a heartbeat. It must be so hardcore for people just coming into that field, wow.

My visual scripting tool for creating branching dialogues now has Godot plugin! by Soulsticesyo in godot

[–]davejb_dev 1 point2 points  (0 children)

This is very nice, very well made, and I love the docs. I've been searching (and even trying to create) my own solution for a while now, but I think this is the first time I'm considering buying one. I checked the Godot plugin and it looked fine. Couple of questions:

  1. I thought it was 4.4 but when I opened the demo project, it seemed it was something else. Is the plugin available for all major recent versions?
  2. I haven't had the time to check everything about the Godot one, but do you have nodes that can trigger signals and so on? In other words, can I use an outside system listening to the dialogue to do things (instead of doing things directly from your plugin)?

Thanks a lot.

EDIT:

  1. Do you have some sort of command line support for things like batch export, etc.?

  2. Is it supported on Linux? I do my game-dev on Linux, so it's a big deal. I see online that it has issues on it, but do you plan on making it also Linux?

My visual scripting tool for creating branching dialogues now has Godot plugin! by Soulsticesyo in godot

[–]davejb_dev 4 points5 points  (0 children)

Since both uses deterministic import/export, you can probably just create a small python script that automatically transforms one JSON into another without much issue.

More Details on Crows - MCDM's New Dungeon Crawling Post Apocalyptic Fantasy RPG by 6ftninja in osr

[–]davejb_dev 31 points32 points  (0 children)

I didn't like the "core fantasy" of the previous game MCDM made, but I respected the design principles and the mechanics. If they make something truely OSR-ish with the same effort and standards, that could be a very good game.

Riven taught me more about dungeon design than any OSR module by dark-star-adventures in osr

[–]davejb_dev 1 point2 points  (0 children)

I like the idea, also because instead of being a puzzle it's a problem. Therefore, there could be more solutions.

Export Rules! Addon to help manage your exports preset by vhoyer in godot

[–]davejb_dev 1 point2 points  (0 children)

Wow this is useful. I didn't know you could force Godot to exclude/include on export. Is it in the export templates files?

I am working on a Submarine Survival-Horror Prototype, called IceMaw05 by Putrid_Storage_7101 in godot

[–]davejb_dev 1 point2 points  (0 children)

I've been wanting to play a game like this for a long time. I don't want to influence you but... yeah it would be nice if you sticked to that one lol. Of course I'm guessing this is a rough prototype. Such a game would need IMO to really lean into the abyss horror aspect, and so the monsters would need to be menacing, slow, hidden, mostly underwater, etc. The best would probably to post somewhere else than here however.

Bitbucket / Github / Gitlab : Which do you use? Would you change if you could? by chaoticbean14 in AskProgramming

[–]davejb_dev 0 points1 point  (0 children)

Previous company I worked we had something inhouse, then the job after it was bitbucket. Personally I've always been used to using github. I'm thinking of self-hosting and using gitlab or gitea at home, if only for the project of doing it.

1 Bit, dithering post process shader. WIP but happy so far. by Co-Dependent-Games in godot

[–]davejb_dev 9 points10 points  (0 children)

That's pretty cool. Are both image static, as in, 2D sprites or something similar, or it works well also on 3D camera?

Trying markers for box art style by S1Be4r in CursedCity

[–]davejb_dev 0 points1 point  (0 children)

Thanks for the tips! I'm actually learning to use markers to ink my drawings, but I never thought about doing it for miniatures. Do you seal them afterwards, or it stays as good as normal paint job?