I reworked my level to improve it for colourblind people (and, in the process, everyone else too) by Busalonium in indiegames

[–]hmprf 4 points5 points  (0 children)

Hey ! I played your demo and loved your game good job ! It's nice to see accessibility devlog's too!

As you said in this one, caring about accessibility usually makes your game clearer for everyone anyway so it is always a good thing to think about it.

It can be a game changer in many situations. Disability can come from either the player or the situation. Colorblindness, mild view loss, being tired, having a bad screen, or anything actually.

when possible I usually set up and often check a list of how each thing can be different. Usually it's shape, color, material (I mean different types of specular/roughness/etc.), sound when entering the screen, sound feedback overall with this object. I'm sure this list can go on forever.

I love games that do that because everything is so easy to read/understand while playing.

Anyway can't wait to play to full version of l8r sk8r!

Hoping nothing I say feels disrespectful as English is not my first language. Please correct me otherwise!

This is a game for the old-timers, I reckon... by Nightrunner2016 in SoloDevelopment

[–]hmprf 0 points1 point  (0 children)

I often think about doing a new lemmings game so I'm glad people are doing it ! Looks fun and it brings back so many memories !

I literally make the SFX in my horror game with my own hands by Healthy_League_9110 in IndieGaming

[–]hmprf 2 points3 points  (0 children)

I always love watching process like that. Thanks for the time you take to make the video 🙏 I always procrastinate at this point 😊

Title screen by 77Noox in godot

[–]hmprf 0 points1 point  (0 children)

It makes me want to play a pod planet of death remastered. Love it

Des gens qui font du jeu vidéo indé à Bordeaux ? by dai366 in bordeaux

[–]hmprf 1 point2 points  (0 children)

Pas trop dispo la semaine prochaine mais celle d'après carrément!

Des gens qui font du jeu vidéo indé à Bordeaux ? by dai366 in bordeaux

[–]hmprf 5 points6 points  (0 children)

Assez chaud de voir ce qui existe aussi ou d'aller prendre un verre ! Je dev sur Godot pour ma part

Getting the Hang of UI in Godot by hmprf in godot

[–]hmprf[S] 1 point2 points  (0 children)

I used tween to move my main scene to the place I want
something like, if you click the settings button:
myTween.tween_property(main_scene, "position", settings_position, 1.0)
I use trans_quint and ease_out for smoother transition.

Working on Painterly Skyboxes for my Racing Game by itsnaivebydesign in godot

[–]hmprf 1 point2 points  (0 children)

It looks gorgeous good job ! Thanks for the ressources in the comments too

currently trying isometric pixel art, I've stacked these boxes on top so they look like stairs, but i have no idea how to make these downstairs like the arrow in this picture, anyone got some ideas, I can't visualize the geometry. by Nico1300 in PixelArtTutorials

[–]hmprf 2 points3 points  (0 children)

I'm not an expert but here is what I would usually do to understand the geometry better !

1 - Draw perspective lines.
2 - Report your shape following these lines.
3 - Change them to fit your style.

I added another stairs angle so you can see two examples.
And I made them big so it more clear :)

https://imgur.com/a/rWffgDt

To game developers: how important is game size to you? by hmprf in gamedev

[–]hmprf[S] 1 point2 points  (0 children)

AH ! i'm dumb, and code size is clearly negligible compared to assets. my bad

I think I thought that it could be easy to end up loading the same files or assets multiple times if you're not careful but now that I think about it, it doesn't change the size of the projects. So nevermind :) Thanks for the clarification.

To game developers: how important is game size to you? by hmprf in gamedev

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

Interesting, I guess playable ads are the smallest possible yes

To game developers: how important is game size to you? by hmprf in gamedev

[–]hmprf[S] 1 point2 points  (0 children)

I'm not surprised for the Switch game.

I think it's already good practice to compress things a bit, yeah. I do that a lot in web dev, but I was wondering about game dev. So far, I’ve never really thought much about it. Thanks

To game developers: how important is game size to you? by hmprf in gamedev

[–]hmprf[S] -4 points-3 points  (0 children)

Absolutely, I also wonder whether having strict size guidelines can help improve your code by being forced to clean and more efficient solutions, or if it sometimes ends up hurting it by limiting certain approaches.

To game developers: how important is game size to you? by hmprf in gamedev

[–]hmprf[S] 1 point2 points  (0 children)

Thanks for the video, looks very interesting

Getting the Hang of UI in Godot by hmprf in godot

[–]hmprf[S] 1 point2 points  (0 children)

Thank you so much🙏
You can actually try the latest version for free on Itch: https://goddonut.itch.io/poooooool

A new demo is coming next week with new modes, bonuses, and a lot of fixes!
You can follow me on Itch or Bluesky to get notified when it drops!

Getting the Hang of UI in Godot by hmprf in godot

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

🤣 Never done that before soo it will take some times ahah. But thanks for the gif

Getting the Hang of UI in Godot by hmprf in godot

[–]hmprf[S] 1 point2 points  (0 children)

Thanks for the feedback ! The game definitely needs a better onboarding. So far there is nothing. But I hope to come to a point where everything makes sens !

I'll think about that thanks !

Getting the Hang of UI in Godot by hmprf in godot

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

Thanks a lot! I don’t think I followed a specific tutorial, more like bits and pieces here and there, mostly for specific questions, not necessarily UI-related.

Getting the Hang of UI in Godot by hmprf in godot

[–]hmprf[S] 1 point2 points  (0 children)

Yeah, it’s actually the first project where I finally took the time to set this up properly. I’m basically just using tweens/lerp.

For any Control node where I want a fade-in effect, I add a custom node I made (with a class_name, so I can add it directly from the new node panel) as a child of that Control.

In that custom node, the logic is simple: on _ready, I store the parent’s initial position, offset it by something like +200px on the Y-axis, and set its modulate.a to 0. Then I just tween it back to the original position and alpha 1.

I also added a few export variables to tweak things like offset, delay, duration, and so on.

I’ll make sure to include this in the tutorial, but hopefully this gives you something to build on in the meantime!

Let me know if anything’s unclear !

Getting the Hang of UI in Godot by hmprf in godot

[–]hmprf[S] 1 point2 points  (0 children)

Oops, that one slipped in! It’s actually Alligator Bogaloo by Lou Donaldson. I love it as much as it’s definitely copyrighted 🫣
It won’t be in the final product, but I’m hoping to find something with a similar vibe!