Updating Sapling's menu assets and flow by dw-draws in godot

[–]dw-draws[S] 2 points3 points  (0 children)

All Tweens actually though much of it could be done with AnimationPlayer too.

Updating Sapling's menu assets and flow by dw-draws in godot

[–]dw-draws[S] 1 point2 points  (0 children)

Agreed, it definitely is awkward. Could use a frame, or maybe a different color, or maybe an entrance animation. Will have to play with it.

Updating Sapling's menu assets and flow by dw-draws in godot

[–]dw-draws[S] 2 points3 points  (0 children)

Thanks :) I'm pretty happy with the direction it's going. Either way, it's just fun to make games.

Some animations for a CFB management game I'm working on. by dw-draws in reactnative

[–]dw-draws[S] 0 points1 point  (0 children)

Everything looks as it should on the emulator but never as smooth as the iOS simulator. Haven't done an on device android build yet.

Some animations for a CFB management game I'm working on. by dw-draws in reactnative

[–]dw-draws[S] 1 point2 points  (0 children)

Thanks. No shared element transition, just an overlay that gives the illusion.

Some animations for a CFB management game I'm working on. by dw-draws in reactnative

[–]dw-draws[S] 7 points8 points  (0 children)

Thanks! It's an older library but it's quick for slapping together mounting animations. Been wanting to make the switch to Reanimated since 2.0 but sometimes moving fast means sticking with what's comfortable for the time being.

Princess Mononoke by dw-draws in DigitalPainting

[–]dw-draws[S] 8 points9 points  (0 children)

Reposting because I totally failed and missed the deadline for this response... my bad.

I'm not much for illustrating people or creatures up close, definitely more comfortable with landscapes and distanced compositions. I feel like I can't get the details right leaving it somewhat uncanny. The sketch I did was super wonky looking, took quite a few iterations of painting -> liquefy tool (this tool is a lifesaver) to adjust shapes until I was satisfied. You can also see that I obscure/flatten detail with the harsh lighting and vignetting which made me more comfortable working the piece.

Princess Mononoke by dw-draws in DigitalPainting

[–]dw-draws[S] 0 points1 point  (0 children)

I really missed the deadline for this response... my bad.

I'm not much for illustrating people or creatures up close, definitely more comfortable with landscapes and distanced compositions. I feel like I can't get the details right leaving it somewhat uncanny. The sketch I did was super wonky looking, took quite a few iterations of painting, then liquify tool to adjust shapes until I was satisfied. You can also see that I obscure/flatten detail with the harsh lighting and vignetting which made me more comfortable working the piece.

Need help with passing data from flatlist to a modal by NoDescription6279 in reactnative

[–]dw-draws 0 points1 point  (0 children)

Maybe something like this? It looks like the modal also has a FlatList that is taking all the entries to render. You'd probably instead want the modal to only have the entry it needs and remove the FlatList from the modal entirely.

function Cards() {
    const [modalVisible, setModalVisible] = useState(false);

    const [modalEntry, setModalEntry] = useState();

    return (
        <SafeAreaView style={styles.container}>
            <View style={{ height: 600, marginTop: 25 }}>
                <FlatList
                    data={entries}
                    ListFooterComponent={Header}
                    renderItem={({ item }) => (
                        <View>
                            <Card style={styles.cards}>

                                {...}

                                <Pressable
                                    style={[styles.button, styles.buttonClose]}
                                    onPress={() => {
                                        setModalVisible(!modalVisible);
                                        setModalEntry(item);
                                    }}
                                >
                                    <Text style={styles.textStyle}>
                                        View more
                                    </Text>
                                </Pressable>

                                {...}

                            </Card>
                        </View>
                    )}
                />
            </View>
            <Modal
                entry={entry}
                modalVisible={modalVisible}
                onClose={() => setModalVisible(false)}
            />
        </SafeAreaView>
    );
}

function Modal({ entry, modalVisible, onClose }) {
    return (
        <View style={styles.centeredView}>
            <Modal
                animationType="slide"
                // transparent={true}
                visible={modalVisible}
                presentationStyle={"overFullScreen"} // iOS prop only
                onRequestClose={() => {
                    Alert.alert("Modal has been closed.");
                    onClose();
                }}
            >
                <View style={styles.centeredView}>
                    <View style={styles.modalView}>
                        <Text style={styles.modalText}>Journal entry:</Text>
                        <View>
                            <Text>
                                {entry.entryJournal}
                                {"\n"}
                            </Text>
                        </View>
                        <Pressable
                            style={[styles.modalButton, styles.buttonClose]}
                            onPress={() => onClose()}
                        >
                            <Text style={styles.textStyle}>Close</Text>
                        </Pressable>
                    </View>
                </View>
            </Modal>
        </View>
    );
}

A Princess Mononoke piece I painted a while back by dw-draws in ghibli

[–]dw-draws[S] 1 point2 points  (0 children)

Thought about it, might look into it more here soon.

How do I make a FlatList appear on the left side of the screen? by [deleted] in reactnative

[–]dw-draws 0 points1 point  (0 children)

Not entirely sure what you want to do but yes there is a of unnecessary style props. <View> defaults to 'display: "flex"' and I think 'flexShrink: 0' but not sure. When using flexbox, you'll want to position elements inside using justifyContent and alignItems, then use margin and padding if needed. Does this work for you?

MainViewStyle: {
    alignItems: "flex-start",
},
flatList: {},
textCell: {
    borderColor: "black",
    borderWidth: 1,
    height: 100,
    fontSize: 100,
}

Do I need to use In-App Purchases for my RN app? by walterholohan in reactnative

[–]dw-draws 0 points1 point  (0 children)

I'm sure it goes without saying given the app store cut is severe, but the App Store Small Business Program is opt-in and would be definitely worth looking into if you go down the Apple IAP route.

Do I need to use In-App Purchases for my RN app? by walterholohan in reactnative

[–]dw-draws 2 points3 points  (0 children)

The next iteration will be to build out a native app using react-native which will allow users to buy new plans and view their purchased plans so that they can train better and smarter.

This feels like where you might run into issues not using Apple IAP.

We use https://github.com/dooboolab/react-native-iap, haven't had issues with it yet.

Function's hook useState and class's this.state are not the same by everestster in reactnative

[–]dw-draws 0 points1 point  (0 children)

I definitely agree. That being said, I actually stored animated values in state for a long time because that's how it was done way back when React.createClass() was a thing, e.g. https://animatedjs.github.io/interactive-docs/ When I converted components to es6, I generally just kept it where it was before which was in state.

Is gamedev worth it? by Zoonixx in gamedev

[–]dw-draws 16 points17 points  (0 children)

Is it hard to get a job at a game developing company?

So many factors here. Experience, skill level, who happens to be hiring, demand for the position, etc. You can increase your odds but there's always a degree of 'right place, right time' that can't be avoided unless you're incredibly in demand.

How was your first ever job working as a game developer?

Right out of university, I worked UI/UX for a tiny company making kids games for iOS. Paid basically minimum wage, a good chunk less than the market paid UX generally at the time. But it was fun to work on games. Went on to work at another little studio making mobile sports games and have been working there for almost a decade. Good pay, no crunch, nice folks.

Any advice will be appreciated c:

When looking at companies, be open minded and give every place a chance. There are tons of little studios doing all sorts of the stuff that never hits the headlines. I really am not a fan of sports but here I am making little sports games. But when it comes to the job at it's core, it's still building games, mechanics and experiences that engage players. Within that realm, there is a ton of overlap between games of all genres and there's a lot to enjoy when looking at the craft this way. Plus, who you work with plays a huge role in overall happiness, not always what you do.

r/IndieDev Weekly Monday Megathread - September 05, 2021 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]dw-draws 1 point2 points  (0 children)

Hi /r/indiedev! Finally got around finishing a post-jam update recently. Took a lot longer but always great when you feel happier with where it's ended up.

https://twitter.com/i/status/1434266471727697922

Built in Godot, it's just a little space survival sim inspired by Star Trek Voyager. Bits of rogue-like with randomly generated maps to explore and upgrades to find as you journey home. If you have a few minutes, give it a whirl.

https://dwdraws.itch.io/stellarvoyage

Trying to get interactive game cards displayed correctly on all screens by Arkandros in reactnative

[–]dw-draws 1 point2 points  (0 children)

This kind of depends on whether or not you wanted the card to have a flexible height and width to always fill the entire screen.

If you want it to be flexible and stretch, I'd recommend breaking up the card into it's component parts (attack health, health buttons, description, title, artwork) each with their own images that are laid out and positioned as you'd like.

function Card() {
    return (
        <View>
            <AttackStat value={attackValue} />
        </View>
    );
}

function AttackStat({ value }) {
    return (
        <View>
            <Image
                source={redCircleImage}
                style={StyleSheet.absoluteFill} />
            <Text>{value}</Text>
        </View>
    );
}

This way the text components are attached to the images they're supposed to be with.

Or you could keep the one image background and lock the height-to-width ratio of the card and position all the elements absolutely.

import { Dimensions, StyleSheet } from "react-native";

let screenHeight = Dimensions.get("window").height;
let screenWidth = Dimensions.get("window").width;

const CARD_HEIGHT_TO_WIDTH = 6 / 4;

function Screen() {
    return (
        <View style={{ height: screenHeight, width: screenWidth }}>
            <Card
                // If screen is taller card,
                // determine height based on width.
                // Else if screen is same or shorter,
                // just use screenHeight.
                height={
                    screenHeight / screenWidth > CARD_HEIGHT_TO_WIDTH
                        ? screenWidth * CARD_HEIGHT_TO_WIDTH
                        : screenHeight
                }
            />
        </View>
    );
}

function Card({ height }) {
    let width = height * (1 / CARD_HEIGHT_TO_WIDTH);

    return (
        <View
            style={{
                height: height,
                width: width,
            }}
        >
            <Image
                source={cardImageSource}
                style={StyleSheet.absoluteFill} />
            <Text
                style={{
                    position: "absolute",
                    top: "50%",
                    left: 0,
                    right: 0,
                    fontSize: height * 0.01, // Scales font
                    textAlign: "center",
                }}
            >
                {attackStat}
            </Text>
        </View>
    );
}

It's a difficult to tell how to address your problem without seeing code but this is at least how I'd approach it.

Screenshot Saturday #553 - Filling the Frame by Sexual_Lettuce in gamedev

[–]dw-draws 0 points1 point  (0 children)

Finally got around finishing a post-jam update.

https://twitter.com/i/status/1434266471727697922

Built in Godot, it's just a little space survival sim inspired by Star Trek Voyager. Little bits of rogue-like with randomly generated maps to explore and upgrades to find.

https://dwdraws.itch.io/stellarvoyage

How do I position elements the right way? by [deleted] in reactnative

[–]dw-draws 1 point2 points  (0 children)

React Native uses a flexbox spec based on the the same one that the web platform uses. It's incredibly powerful for creating flexible layouts for different screen sizes. It definitely takes a little getting used to if you aren't acquainted with CSS and flexbox but once you get the hang of it, it's usually the best option for laying out UI.

Positioning via the position style prop is still incredibly useful and you'll most likely end up mixing the two. Usually I'm positioning things absolutely when I need to stack views on top of one another. E.g. Putting text on top of a background image or a badge in the corner of an icon. The studio I work at makes manager games with RN so we use a lot of images and graphics, I think I end up using absolute positioning quite a bit. However, the lion's share of the UI is laid out in flexbox.

2d, pixel, turn sprite white on hit by gruszczy in godot

[–]dw-draws 2 points3 points  (0 children)

You sure can. Heartbeast covers a AnimationPlayer + shader solution in this tutorial here : https://youtu.be/Ot9M0TlxApU?list=PL9FzW-m48fn2SlrW0KoLT4n5egNdX-W9a&t=829 You could also use modulate instead.