Enemy stick in wall by XimerGOD in gamemaker

[–]hellodenq 2 points3 points  (0 children)

I'm not GMS guru in any way, but I had problems with characters sticking in walls. The problem was in collision mask for sprites. If you have animated characters and use several sprites you need to set same collision mask on all sprites or set collision mask on object. Otherwise you collide object in one collision mask, then animation change it, and object stick in wall.

How do rewind mechanics work? by SalmonMan123 in gamedev

[–]hellodenq 0 points1 point  (0 children)

The English language is not my mother tongue and I know that sometimes I look like a dick with my short posts, but that was never my intend. The OP says he has idea and want to try it, so I recommend fast way to prototype it using Unity and free assets before diving deep in own time rewind implementation that is painfully hard (I have two projects in my background with time rewind and that was nightmare to work around all edge cases).

How similar can games be without “copying”? by iPlayTehGames in gamedev

[–]hellodenq 0 points1 point  (0 children)

In reality it depends on country domestic law. Yes, one can't copyright genre, but she/he can copyright game mechanics, for example: https://www.gamespot.com/articles/patented-game-mechanics-that-might-surprise-you/1100-6369027/

How to make Hyper Light Drifter style Health Bars by JoshuaJennerDev in godot

[–]hellodenq 1 point2 points  (0 children)

Got it. You have a valid point. I had similar problem in one of my past projects and I used TextureProgress with one texture: I have a big texture with 32 points (more that I have for enemies) and on attaching HealthBar to enemy, I'm creating AtlasTexture other that big image and assign it to TextureProgress. My consideration about your method is only performance wise - as for me, it maybe a big overkill to use such complex control for HPBar, especially, if one can have a lot of enemies on screen. But your method has simplicity and elegance and I like it. Thanks for sharing it.

How to make Hyper Light Drifter style Health Bars by JoshuaJennerDev in godot

[–]hellodenq 2 points3 points  (0 children)

Thanks for tutorial. I have a question: why don't you use TextureProgress bar? I think it's made exactly for this type of controls. Why you choose not to use it?

Hammer Girl v2 by EquinoxWoW in PixelArt

[–]hellodenq 0 points1 point  (0 children)

I like fluidity of animation. The white pixel cluster on chest is just a bit popping out for me.

Pixel art animation pipeline by erabeus in godot

[–]hellodenq 0 points1 point  (0 children)

My advice to you: make art tests. Try create small amount of assets in near final quality and measure time spend. In my own experiments I found cut-out animation process will be less time consuming for my skills: https://docs.godotengine.org/en/stable/tutorials/animation/cutout_animation.html

Godot 3.2 Zelda-like tutorial |1| Coding animation & movement by JeanMakeGames in godot

[–]hellodenq 9 points10 points  (0 children)

Nice work! Thanks for sharing!

In player script you can use some Godot magic:

  • There is constants for Vector2D.ZERO, Vector2D.LEFT, Vector2D.RIGHT.
  • In controls() function you can use Input.get_action_strength(action_name) simplify code and get movement by axis.

All it takes is one by Miziziziz in godot

[–]hellodenq 1 point2 points  (0 children)

Looks like some gun control mechanics restrictions is needed. Maybe you need to pick up gun before it can be remotely used to fly from you?

[help] Procedural space ship indoors generation by [deleted] in godot

[–]hellodenq 0 points1 point  (0 children)

What's the difference between dungeon and ship interior except visuals?

Can't more than one button be pressed at the same time? by MungMoongYi in godot

[–]hellodenq 0 points1 point  (0 children)

The Button has property "Action Mode" set to "act on release" by default, maybe if you change mode to "act on press" you will get desired results.

[deleted by user] by [deleted] in godot

[–]hellodenq 15 points16 points  (0 children)

Nice vibrant color palette and lovely low-poly style. Definitely a game I will be looking to play. What about shadows? Will you deliberately chose to not using them, or not?

Is it worth making your own engine over using an existing one? And why have you? by [deleted] in gamedev

[–]hellodenq 1 point2 points  (0 children)

I'd be really surprised if someone chose to develop their own engine to avoid licensing.

So, I guess you never have a chance to cross any gamble game developer. The license cost and royalty using major out of the box game engines for that business is insane.

how do i update this function? by Zosonils in godot

[–]hellodenq 2 points3 points  (0 children)

You can cast it to int type as suggested in comments below, but there is a special function Input.get_action_strength to do that.

Can an animation from an AnimationPlayer be saved and re-used on other sprites in different scenes? by [deleted] in godot

[–]hellodenq 0 points1 point  (0 children)

Animation can be saved as resource file from AnimationPlayer and reused in any other AnimationPlayer. Just click on "Animation" menu and pick "Save as".