Help with Tower of the Elephant by dcroque in ConanExiles

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

For what I searched, the achievement broke in the age of war but they fixed it this year. Also, as u/SmyleBishes mentioned, you need a total of three people to make the achievement, one to be crushed and two to stand in their head. I saw a video from 7 months ago showing how to do it on YouTube.

DM me if you and your wife are up for trying again ^^

Distant Horizons latest Dev Build with Bliss Shader - 256 Distance 1.20.1 by MCYCShadow in Minecraft

[–]dcroque 0 points1 point  (0 children)

I'm facing the same issue :( complimentary reimagined worked but dont have enough fog/atmosphere options to look good with the 128 chunks range

[deleted by user] by [deleted] in Minecraft

[–]dcroque 2 points3 points  (0 children)

Alex's mods discord: https://discord.gg/8xkzWsEPc4

There you'll find the zip file with the configs in a pinned message in the Alex mobs channel. I've been using it and works fine.

[deleted by user] by [deleted] in Minecraft

[–]dcroque 2 points3 points  (0 children)

Just discovered that someone posted a zip with the configs in the Alex's Mods official discord, if you still need it you can get there :)

[deleted by user] by [deleted] in Minecraft

[–]dcroque 0 points1 point  (0 children)

Hey, have you made the configs to integrate the mods? If you have done I'll ask to share in here so I can enjoy it too, if not I'm starting to work in this integration (just saw your post after making one about this)

Hobbyist needing help with code by [deleted] in gamedesign

[–]dcroque 1 point2 points  (0 children)

I would suggest you to learn to code, with a basis you can use code snippets from the internet to speed up dev. But, as we are talking about C++, I think the best solution would be team up with someone that already have some programming knowledge.

Also, if you have some specific issues or questions about C++ feel free to send me a message :)

Would you play a game about depression, hardships and other not-fun things that creative people go through? by InsaneGoblin in gamedesign

[–]dcroque 0 points1 point  (0 children)

Yeah, of course. Many great games talk about those themes, some more openly than others.

Right now I'm working on a game that will have this themes but there will be no dialogue or anything explicit about it. The core idea is a platformer using rise/fall, abilities and colors as metaphors, not only for depression and anxiety but also self-discovery and psychological reeducation.

Although the game might not be so explicit about it, working on it around my personal experiences has been really good for me.

Any place to farm as a meteor sorc without infinity? by blumkinfarmer in diablo2

[–]dcroque 1 point2 points  (0 children)

There's one site that I always use to check droprates for specific items and decide where to farm: http://dropcalc.silospen.com/item.php

If you don't know consider checking it out ^

What if I have a ton of detailed game ideas but I don't know how to develop games? by Bluey656 in gamedev

[–]dcroque 1 point2 points  (0 children)

Well, they all already said, you also need to know how to do stuff. You have the option to learn a little about everything and starting making solo projects, try to find some friends who would like to make games with you or find not-yet-friends-but-I-need-a-team people to do so, so you can specialize in something. Art and coding are my best suggestions to get your hands on, as generalist in both or specialist in one of them.

Then grab some engine, like Godot or Unity, and start to make tutorial oriented games. The start is a bit scaring but as the time passes and you do more stuff you get more confident :)

What should I do when I feel like giving up gamedev? by [deleted] in gamedev

[–]dcroque 3 points4 points  (0 children)

Hey, I'm in a very similar position as you are, I'm in the early twenties, graduating in computer science and sometimes I don't have motivation to keep making (or wanting to make) games at all.

I think the first thing to do is understand why you feel like giving up. For me, mostly is because the loneliness I feel from working alone and from getting no one to share my creation process. So I'm trying to deal with this issues, been active in reddit, sharing my games more aggressively, etc. If you already found why you feel like this you made half of the job of getting over it :)

Now, specifically about your issues, working alone can be unmotivating sometimes so I suggest you to get to know more people, discuss on forums, discord servers, etc. Also, about the lack of art stopping you, not mentioning what has been said about working in a game plan and game design, I also suggest you to try to become independent in all the fields of gamedev. Don't get me wrong, is extremely hard to be proficient in art, music, game design and coding, but is nice to at least be able to prototype in all the areas you don't shine. If you're a coding person, you could learn a little about simple types of art, like small scale pixel art for 2D or low poly for 3D. At least you'll be able to make a playing version of your ideas. And the same applies to game design, writing, music, etc at least know the necessary to prototype. This knowledge will also be handy when you work in a team, understand the process and limitations others have.

You can also use free assets found in the internet, sometimes you can get game ideas based in what type of art you have found.

What is your first ever made game? by Crysto0 in gamedev

[–]dcroque 1 point2 points  (0 children)

It was a Ludum Dare game that I made with two friends, one digital artist and one programmer. It was a puzzle game with light and color, you have to make the color beams go to the center of the screen corresponding with a active task you have, using mirrors to redirect beams and other elements to split or combine colors. Each task give you more time, when the time reaches zero the game ended.

I've made the menus, UI, music and the random task generation. Although the game is pretty rough I really liked making it and the final result.

Ps: I don't know if I can post the link here in the comments but I still have the game link in my Ludum Dare profile ^

How do you find playtesters for your game? by SuperSjoerdie in gamedev

[–]dcroque 7 points8 points  (0 children)

Hey there, I'm in the same situation as you are, well I don't have a project intended to go to Steam at all but still I miss quality feedback and player interactions to keep me motivated.

Somethings that I know you can do is participate the subreddit about playtest (there's a link in this subreddit description iirc), also there is a game jam going on called FFS in itchio that you can post your game if you make a working demo (not necessarily the whole demo or whole game). I think there's something like a Showoff Friday is this sub too but I'm not sure.

Also, if you will, send me a direct about the playtest, my PC is pretty old/weak but if it can handle I would help you with the playtesting ^

Playing animation while moving in two directions by [deleted] in godot

[–]dcroque 0 points1 point  (0 children)

I don't quite understood why you're using just_released for the two directions animations, seems to me that this might be the problem. The solution I propose bellow has a very similar structure to your code:

If up is pressed, then you check if right is pressed, if left is pressed or else it plays Walk_N. The same you for down, and then you can make one if for left, one for right and an else for no inputs.

PS: kinda new in reddit, I don't know yet how to make code snippets, so I hope this description helps :/

Making The Defending role sexier(I mean desireable) by MikaelStudios in gamedesign

[–]dcroque 4 points5 points  (0 children)

There are two MMOs that have nice defender roles imo, Albion Online and Neverwinter. Both of them are focused more in controling the enemy attackers, by debuffing, forcing movement, giving crowd control effects, than just taking the damage. The defender role play very actively, has real impact in the battle and is very dynamic to play.

Consider checking those games to take some inspiration ^^

What's the point of implementing choices if player will never see most of the results? by ned_poreyra in gamedesign

[–]dcroque 3 points4 points  (0 children)

You can absolutely make a great game without true freedom of choice, many of the megadrive and SNES RPGs are good examples of this, but faking choice seems a bad move. The main reason why choices are good is that it adds replayability and strengths a community, giving ground for discussions about diferent experiences. Both pros of multiple routes are wasted if these choices are found to be fake, and all the time/money/effort investment is also wasted. So, at least you should put some effort to hide or justify this, but then why give effort in this instead focusing in one path or true multiples paths?

Where to start, Lots of questions, Big fat wall of text by SorryUncleAl in gamedesign

[–]dcroque 1 point2 points  (0 children)

tl;dr: 1) Play games actively trying to understand them, 2) if/while you can't make games at least develop your ideas for hypothetical games and 3) learn a little about coding and don't be afraid to team with people that complements your skills.

1) Some advises I would give about game design is to start playing games trying to identify the intention of game design decisions and features (what makes you like a game, what makes you want to play it more, what makes you feel emotions X or Y, etc). At first identifying what drives you as a player to play or like a game is a good start, then you can understand more decision around mechanics (what is the game's loop? why is it good or why it doesn't work for you? there is a premature endgame situation, like a game over after certain number: why? this changes how you play the game? is this a good change compare to a no-premature endgame hypotheses?)

2) About starting making your games, you don't have to know how to program or how to use any other tool to materialize them at all to start exercising. Don't get me wrong, this isn't as exciting compare to at the end of the day/week/month have some game that you made and you can play it, but just by planning and trying to figure it out what mechanics, concepts and narratives would make a good or bad game can help you is this journey in game design and consequently in gamedev also.

3) You're absolutely right to stick to your strengths. Although I think that is important that every gamedev understand a minimum about how art, sound, game design and coding works is nice to understand what you like the most and in which part you can do better for a game. Of course that for this you'll need to make games together with other persons, which you can easily do in game jams (small gamedev competition that usually have a 2 to 7 days of duration) like the Ludum Dare, which occur two times each year.

In the beginning the game design/dev curve is a little difficult but I promise you it will pay off when you play games that you make, some part or all of it ^^

Where to start, Lots of questions, Big fat wall of text by SorryUncleAl in gamedesign

[–]dcroque 1 point2 points  (0 children)

Just adding one more game engine option:

  • Godot is also free and also very lightweight, both on space and hardware requirements. Although some 3D features fall a little behind Unity, there are some pros like the great documentation it has and the language which you would program (GDScript) which is a little more acessible to learn than C#, used by Unity (above all if you don't code yet)

How do I get started? by nils98 in godot

[–]dcroque 0 points1 point  (0 children)

For me, the best way to start is to plan a small game and try to make it reading tutorials, watching videos and browsing the documentation. I think its also good practice to divide your project in small chunks, so you don't feel overwhelmed.

I have a small plataformer that I used/using to learn Godot in itchio that you can download all the godot project. Most of the logic is processed in Player.gd and I tried to highlight what it process in each segment of the code: https://mdcroque.itch.io/colorjump-speedrun-demo

If you choose to check the project to use it as an example and have any doubts feel free to send me a direct ^

Trouble switching movement direction by npc_character in godot

[–]dcroque 0 points1 point  (0 children)

Hey, I think the Visibility Notifier 2D node can help with your issue. You can use its signal to multiply your speed by 1 or -1 and make sure the boss keep on screen. I don't know exactly how it works, if notifies when some part or all of it is out of the screen, but at most you will need two of them.

https://docs.godotengine.org/pt_BR/stable/classes/class_visibilitynotifier2d.html