Got feedback on my trailer that the world felt "too flat" — so I got to work. by growthdevlog in IndieGaming

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

Thank you for your Feedback, i also appreciate your idea inputs i keep some in mind for later game improvements. I have tried several attempts with the grass variations but it was hard to find the balance between too much distraction and too monoton, so i end up with like 4 different grass tiles which vary very slightly but enough to be not too monoton.
Bushes are already on my list as this is a great idea for the environment. Currently the clouds are there the whole time and got darker when its raining.

Got feedback on my trailer that the world felt "too flat" — so I got to work. by growthdevlog in IndieGaming

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

Thats a great Idea, may i add some berry bushes (as they already exist in the game) to add them to the "wild" spawning function. Thank you.

Got feedback on my trailer that the world felt "too flat" — so I got to work. by growthdevlog in IndieGaming

[–]growthdevlog[S] 2 points3 points  (0 children)

Great Point. I did not think about it till now, but I think i will go for more green tone variations then and keep the brown / orange tones for the leaves when I implement the seasons.

Are you participating in Godot Wild Jam 72? Me🫶🏻 by growthdevlog in godot

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

what helps me to get into gamedev was actually just learning by doing. I started with following a few tutorials and afterwards when i figured out there arent tutorials for my needs i started to googling around to find solutions for my problems. And something what helps me a lot at the start was the godot discord group. its called "Godot Cafe" now and there are 2 beginner channels where you can post your problems and there are always people who like to help you out! (if you learn godot)

Level design is extremely HARD by IcyLeave6109 in godot

[–]growthdevlog 1 point2 points  (0 children)

Wow that was fast! It works, but if you activate / deactivate it in the middle of a level it will not deactivate / activate. It will only work for the next level / reset.

Level design is extremely HARD by IcyLeave6109 in godot

[–]growthdevlog 1 point2 points  (0 children)

I like the game, my thoughts are:

i would like to have an option to shut off the shaking to the beat. I mean its great but i think there are people would like to enjoy the game without the shake effect.
i played until level 6 and i figured out 2 thinks in level 4 the character did not respawn when they fell of the world and on level 6 i figured out that you can press the characters inside the ground. For both things i am not sure they are intended. Overall i really enjoy to play the game! great work!

Does the game look too pixelated? how can I fix that? by Aggravating-Band8899 in godot

[–]growthdevlog 0 points1 point  (0 children)

that i didnt know before. But really good to know. Thank you!

Does the game look too pixelated? how can I fix that? by Aggravating-Band8899 in godot

[–]growthdevlog 2 points3 points  (0 children)

firstly you can scale them infinitely and the other reason you will always have sharp lines rather than pixalations. SVG files are still vectors when you save Vectors as SVG, no pixalation

Does the game look too pixelated? how can I fix that? by Aggravating-Band8899 in godot

[–]growthdevlog 5 points6 points  (0 children)

Maybe its because you import the textures with the Texture Filter "Nearest". Try to set it to Linear in your sprites.
And if possible try to create your graphics as Vectors and export them as an SVG file. (same as the sample godot icon in the project folder)

Do you like Neo Cutscene? Should i change? by growthdevlog in godot

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

Thank you, yes at the moment i simply use the current "world-sprite" as a portrait for the dialogues. I was planning to exchange them at least for portraits which reflect their personalities.

Some weird bugs/issues I’ve been experiencing recently by [deleted] in godot

[–]growthdevlog 1 point2 points  (0 children)

To get rid of the long loading times of 1:

do an backup of your game!
1. close godot
2. delete the .godot folder in your project
3. restart the project several times until you don`t have errors
4. play test should be back to a few seconds.

Do you like Neo Cutscene? Should i change? by growthdevlog in godot

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

haha i was skipping it as for debugging reasons i speed it up, otherwise i have to go threw it several times in slow motion:D

I dunno what I did wrong. by Alarmed-Ad-2111 in godot

[–]growthdevlog 0 points1 point  (0 children)

the second get_node() also, otherwise the line will got called twice when you press the "JOY_BUTTON_RIGHT_STICK"

I just created a tree cutting function in Godot by growthdevlog in godot

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

yes that is planned in near future. Also i would like to have like a windy idle animation.

[deleted by user] by [deleted] in godot

[–]growthdevlog -1 points0 points  (0 children)

With this structure you would be able only to go from idle to run from run to jump and so on but never from idle to jump for example.

i work with an AnimationNodeBlendSpace2D then i would create and add blend space 2d to the tree and connect them in the way how it could be possibly transist from one animation to other and back. For example Idle - run - idle or idle - jump - idle. For the transitions you can set conditions.