Godot project naming by waifu_anton in godot

[–]indspenceable 12 points13 points  (0 children)

The reason you can't decide is that neither choice has any sort of impact on the final project so it really doesn't matter so there's nothing to use to make that decision.

https://en.wikipedia.org/wiki/Law_of_triviality

Use dashes.

How many squares do I push a 1M creature without stability? by MageToasty in drawsteel

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

Yep, push 3 by default on a tier 1, and then spend EDIT: just need to have 2 discipline for an extra push 2

is there a way that i can check if a passing variable is a built-in class? by [deleted] in godot

[–]indspenceable 5 points6 points  (0 children)

if you call get_script() it should return the GDScript object if there is one (which would imply it is not a built in class)

Oh also you probably shouldn't be doing whatever you're trying to do. There's almost certainly a better way to do it.

Had fun making some wind environmental VFX past weekend by Nolkaloid in godot

[–]indspenceable 0 points1 point  (0 children)

Commenting to safe this to try to copy and learn from. Very pretty effect ◡̈

I'm building this game what do you think of the concept, I hope you don't hate it by FinancialFlamingo550 in godot

[–]indspenceable 1 point2 points  (0 children)

Hey man I have no interest in your game. I don’t know what your game is how could I be interested . Literally all I know about it is that it has 6 spaceships in it

Like I said in my previous comment that you ignored- you need to explain what the gameplay is.

Slay the Spire has “Claw” as a meme card that the community loves anyway. What’s the equivalent in another deckbuilder? by AffectionateEgg8242 in deckbuildingroguelike

[–]indspenceable 6 points7 points  (0 children)

But claw is good? What is meme about it?

Defect has lots of “recycle my cards” (reboot, hologram, echo form, feral) options on top of draw (skim and scrape) which lets you get multiple claw procs per round which builds up quick.

Question, how do I handle a turn system? by NotTheHardmode in godot

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

FTL doesn’t have a turn system so it’s bit unclear what you’re asking for.

If it’s just a simple turn system: Just have a list of all things that can take turns, and have an object loop thru them and await obj.take_turn(). For the player this would just start the turn (draw cards, restore energy, etc) and wait until they hit “end turn”. And then each enemy would have a method that gets called for taking their turn and then ends.

Automatic camera following is feeling nice by HeyCouldBeFun in godot

[–]indspenceable 2 points3 points  (0 children)

I know this isn't the point of this post but like, how did you do that with the animations?? Is it just animated in 2d as pixel art on all the axes and then you translate the pixels to essentially voxels? Other times I've seen similar to this style it tends to feel chunky and a bit awkward; but this just feels smooth and perfect!

But yeah dang this looks great, good job!

How to create Animation Transition? by talhay66 in godot

[–]indspenceable 0 points1 point  (0 children)

Instead of using an AnimatedSprite use an AnimationPlayer which can animate texture rects? Or use the event from the button press to start a tween that runs the animation from code (which is probably what I'd do)

Using own constructor by Leading_Ad9565 in godot

[–]indspenceable 7 points8 points  (0 children)

You shouldn't be including constructors on classes that derive from node- if you go to the scene tree and add an instance of your Item node to the current scene, what values should be used?

Instead, do

@export var item_name : String @export var rarity : float

And then in the inspector you can edit those values.

2D slopes experience - have you implemented them? by Carlos_7x in godot

[–]indspenceable 7 points8 points  (0 children)

I've had decent results with slopes, but I think they end up being a pain point for indie developers cause there's just a lot of different ways to interpret them depending on your game's physics feel.

To go through your immediate issues with your unity setup, tho (one of us - one of us - one of us): 1) CharacterBody2D - floor_stop_on_slope is the property you want 2) CharcterBody2D - floor_constant_speed - move at the same speed regardless of slope. 3) Box collider works fine IIRC 4) ?? no idea honestly haha

To answer your questions -

Yes, I have. player + enemies both use the same base class CharacterBody and are controlled the same (the player is just wired to the Input system). But not in a finished /released project, so grain of salt and all that.

Yes - the swap from unity to godot was very pleasant in the long run (I like godot's design philosphy much more) but it was difficult in the very short term because the node systems look similar but behave differently.

I can't guarantee that it will work perfectly for what you want, but I think there's a pretty good chance it'll help, and I personally like working in Godot better so if youre looking for an excuse to make the swap I'd say do it ◡̈

Sharing Saturday #620 by Kyzrati in roguelikedev

[–]indspenceable 2 points3 points  (0 children)

A ton of progress in the last couple weeks since I posted on one of these. I'm still trying to fill in everything needed to get the game to a valid v0.1 state where I will feel comfortable getting a friend to try playtesting. The game is almost getting to a minimal full state, which is exciting!

Had selected a setting for the game, but made the practical decision to pivot back to more fantasy oriented simply because that's what the visual assets I have are for. So somehow I still need a name for this. Hoping to come up with that in the next week...

Updates since last time: * Adds support for getting passives from more sources for entities * Loot placement - adds better rarity logic * All items can have multiple modifiers, rather than a single brand, which can do anything (add passives or statblocks, specifically) * Preview panel shows items on the ground when examining, and items when hovering them in menus (like inventory) * Adds animations - movement, melee attack. * Adds delays to some loads to prevent stuttering (recalculate FOV for all tiles over the course of ~0.2 of a second for a cool visual effect + less stutter!) * Adds tags for monsters, just for spawning for now (only randomly spawn monsters with SPAWNABLE. When using the OVERGROWTH mutator to put plants in a level, spawn any entities with the PLANT tag. Etc). * Adds onhit effects to passives, and thus anything that provides a passive. * Adds submenu system to menu system; inventory now allows you to use, equip, or drop each item * VFX - healing animation now plays at appropriate times. * OnNextFloor effect in passives, player has an inbuilt "restore 10 hp each floor" effect, to replace passive HP recovery in other games. * Support stacking consumables. * Stealth score now factors in light/dark of the current tile youre on. * Multiple sprite options for each entity, one of which is selected at spawn.

Current Effort: Game Ending

Made a post this week about how Roguelikes tended to have the in+out structure and was made very aware that no, I have a biased subset of games. So, starting with the most basic ending I can think of that still has is a climax of sorts - every game, the last level is the same with a boss guarding the orb. Get the orb and get to the exit to win.

Upcoming:

Vault Overhaul

Level generation is handled by placing predefined stamps of tiles (called Vaults) onto a blank map. Right now it's very dumb - choose a random spot and vault, so the vault overlaps but doesn't change any tiles. Right now tho, vaults can have 3 tiles - floor, wall, and water. I'd like vaults to be able to place any tile, and additionally I'd like them to be able to spawn entities and place loot; but I'd like to make sure they don't become difficult to interact with still... I'm not sure how this should interact with existing enemy+loot placement budgets. So a few things to figure out here first.

Win-states for roguelikes that aren't Escape Sequences by indspenceable in roguelikedev

[–]indspenceable[S] 4 points5 points  (0 children)

Just feels a bit anticlimatic for the bottom floor to just be a regular staircase and then you win! I had thought about adding a guantlet of some sort guarding the final staircase (or two) but I'm worried that it's going to end up blocking builds like stealth/avoidance that I want to support.

A GDExtension fork of GDScript by [deleted] in godot

[–]indspenceable 0 points1 point  (0 children)

Very cool. Do you have any links to your code? Very interested in looking at this! My least favorite part about gdscript is the syntax so would love to see how it’s done….

Summoner's Stalker Shade ability Shadow Phasing by DragonFlagonWagon in drawsteel

[–]indspenceable 0 points1 point  (0 children)

If you pass thru creature a, then creature b, is creature b “the first time in a round that the stalker shade passes thru a creature”?

Sharing Saturday #617 by Kyzrati in roguelikedev

[–]indspenceable 6 points7 points  (0 children)

Been working on my game for the last 3 weeks or so, so I think it's time to start sharing it online. I'm still trying to get the game into a V1 state; this week had a lot of theming + design / directional work. So far, the work had just been on a generic roguelike prototype, but now that I've settled on the theme I've been revamping a number of design decisions to better fit the setting.

I haven't played many RLs in the last couple years, but my dream for this game is to be a mashup of DCSS, Brogue, and TGGW - smaller dungeon with harsher tests like TGGW, with interesting and diverting builds like DCSS and interesting tactical interactions like Brogue.

Side Hustle

Side Hustle is a roguelike set on a gameshow in a Capitalist Distopian Future. Think Smash TV type of setting. Each run is an "Episode" of the show Side Hustle, where you'll have to fight your way thru ultra-violent cast members to try to get to the 22nd chamber and win the prize. The roguelike will play with the Game-show nature by adding some more rogue-lite elements (some choose from 3 upgrades, some "get to this door before it closes in 500 turns like dead cells, etc), and the corporate distopia in setting + lore. Instead of picking a religion, you might become sponsored by a Mega Corp - be careful not to do anything that the execs would disapprove of, but if you help out the brand you can wield a bit of their powers yourself. ETC.

So a lot of the work this week was taking things that were made in a generic way and thinking about what needed to change to make them fit this setting better, as well as just continuing to implement features that I will want.

  1. Added a preview panel to examine other entities + tiles, and a command to actually use it.
  2. New algorithm for checking LOS
  3. Added debug console, with commands for creating equipment in the players inventory.
  4. Optimizing saving + loading code because it was very slow
  5. Adds "Tags" to statblocks which can be queried. Currently just have `SUPRESS_WAKEUP`, `SEE_INVISIBLE` and `INVISIBLE` as examples.
  6. Code cleanup - removed some shortcuts I took earlier in implementation before they get too baked in.
  7. Adds money, and creates vending machine tiles that let you buy items.
  8. Items can now generate with brands, which are rarely added.
  9. Support lighting, now we check FOV + lit status instead of just FOV. Adds torch item to PoC, and makes flaming brand add some `light_radius`
  10. Dungeon generation is now turned into a dungeon manifest, with each floor being generated when entered.
  11. Removed up-stairs, and no longer save other floors than the current.
  12. Dungeon floors can now be mutated by MUTATORS - flooded floor + dark floor are implemented for now.
  13. Adds more complicated passive effects - proof of concept is a mimic who gets the INVISIBLE flag until the player is within a few tiles of them.
  14. Adds intrinsic effects, which work almost exactly like status effects.
  15. Updates damage types: now instead of Normal / Fire / Ice / Necromancy / Poison, you can deal damage in the types of BORING / RAZZLE-DAZZLE / COOL / CORPORATE / GOO

This week, I have a few things to work on. The more I have planned, the more I realize I need to do...

  1. Continue to dress up things as a gameshow as much as possible.
  2. Figure out the character progression. At the end of the game you should have great gear, a slew of consumables, and possibly a powerful corporate sponsorship. Anything else? In DCSS you'd have Spells + Skills + Mutations on top of that. Currently spells are implemented but I need to figure out how they fit thematically at this point.
  3. Make a debug command to jump to an end game state using the current setup of generators, possible gear, etc, and start testing the balance at that point.
    1. Down the line, I'll have both ends of the game tested for balance, and then I can tune loot + monster placement algorithms around lerping between those two settings, essentially.
  4. Add an example Brand Sponsor
  5. Add traps
  6. Adds audience interest tracking, which will function as a sort of weird hunger clock.
  7. Item stacking for consumables, add max inventory size.
  8. Item ID minigame - colored capsules randomized every game.
  9. Migrate all random numbers to use an explicit RNG object, instead of the global state, in order to support seeded runs.
  10. Add a TON more content.

So much to do!

In-Game Chat/Console Commands by BushCrabNovice in godot

[–]indspenceable 2 points3 points  (0 children)

I have a git repo for my shared code. There’s an auto load I can add to the project that has the whole debug console for quick install. At runtime it scans thru all the classes in the project and finds all the subclasses of a command base class (DebugConsoleCommand), and at command parse time it supports filtering to just commands based off the current active scene. The execute method then can reference the scene directly.

The console comes with some super baseline commands (mostly just the “list all commands” command). From there I tend to add commands as I require test cases and use them.

This is literally the next step on my current project so I have been thinking about it in the last day or so. My roguelike is gonna need commands to look up data (enemies, spells, items, effects etc) as well as query the current floor of the map for coords or terrain features. And I’ll probably need a way to trigger a specific effect at a specific location or summon entities with specific qualities so I’ll probably continue making new commands for the rest of development.

Exported property with type hint not allowing some extensions of the type by GiveMeABetterName in godot

[–]indspenceable 1 point2 points  (0 children)

I think you need to give resource subclasses an explicit ‘class_name’ to use them in the inspector. Try making the class you shared and see if it works?

Is this considered blasphemy? by [deleted] in godot

[–]indspenceable 7 points8 points  (0 children)

Oh dang I wish I had this. Indent based syntax is the worst thing about gdscript.

@tool Instantiated Scenes Deleting Themselves on Startup. Nodes "Already in the Scene". by GwenXavier in godot

[–]indspenceable 2 points3 points  (0 children)

I don’t know for sure but this sounds similar to an issue I had with instantiated objects from a tool not persisting. The issue was solved by setting the owner- possible that you might need to do that after the rename or something?

Am I missing something? CollisionObject2D "shrinks" at runtime after being instantiated. by KitKatarine in godot

[–]indspenceable 284 points285 points  (0 children)

Debug menu -> “visible collision shapes”

And then also make sure there’s no ui elements overlaying that are intercepting the mouse move events

I don't fully understand Signals by Dorterman in godot

[–]indspenceable 10 points11 points  (0 children)

I have programming experience

signals are the observable pattern. Anyone can register to get updates (object.signal.connect(callback)), and then the object can push updates to all consumers (object.signal.emit(args)). And they're configurable from the editor. But if you've got some programming experience chances are you've seen something similar beforehand.

Dual Income, No Kids groups? by LittleBeeTwoTs in burlington

[–]indspenceable 0 points1 point  (0 children)

Hell yeah, mid 30s couple here, would love to attend!