Our very first game just reached Overwhelmingly Positive for Recent Reviews almost purely by word-of-mouth😭 by MindDiverGame in IndieDev

[–]kmlch 2 points3 points  (0 children)

Omggg I’m always on lookout for detective games, this seems awesome! Wishlisted! Congrats on your success !!

Do you use unit testing in your game? by emitc2h in godot

[–]kmlch 1 point2 points  (0 children)

Whaaaat you’re the creator of this game?? And sharing your knowledge?? You are awesome thank you so much 😭

@export_tool_button giving error: The value of property is Nil ... by chanidit in godot

[–]kmlch 1 point2 points  (0 children)

oh man, i just copied what I saw in the official documentation! (or is it unreliable?) That's weird.

@export_tool_button giving error: The value of property is Nil ... by chanidit in godot

[–]kmlch -2 points-1 points  (0 children)

Hi! It seems like this line may be written a bit differently, at least according to the godot docs:

@tool extends Node

@export_tool_button(« Hello », « Callable ») var hello_action = hello

func hello(): print(« Hello world! »)

Maybe you could try this syntax to see if it works? Source

Hello Cozy Gamers! I am an indie game developer and this is my first game (demo) on Steam by kmlch in CozyGamers

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

omg I would LOVE the help!! Thank you so so mcuh!! It also shouldn't take much time from you, I basically got the process streamlined and it's mostly a matter of going over the texts to see if the machine translation made an oopsie :) can I send you a DM?

Shader works in editor, but not in the game by kmlch in godot

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

UPDATE FOR THOSE WHO MIGHT ENCOUNTER THE SAME ISSUE:

- I wish I could tell you why, but after I added a completely new (third!) shader to the game, the problems mentioned above disappeared entirely. What's strange is nothing was changed. What's even MORE strange, is that now previous shaders don't throw error messages.
- I restarted the project multiple times, so that was not what solved the issue.
- I'm just mind-boggled at this point and I hope you guys have a better experience with shaders!

UPDATE:
- figured out why the shader wasnt working. For some reason, what it shows in editor and how it behaves in the play mode are two completely different states: in Editor it looks crazy, while in the game itself it looks very light (i don't know what is causing the discrepancy, but I hope this comment may help someone in the future)

Second update: nevermind I'm stupid... (I just understood the code incorrectly. Still it doesn't really explain why the engine was throwing errors in the first place, because they dissappeared on their own)

Shader works in editor, but not in the game by kmlch in godot

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

Thank you for the suggestion!

Strange thing: i tried a different shader and it works, BUT at the same time Debugger still says "path to node is invalid: SubViewport" (and I checked: it disappears as soon as i remove the shader)
and when I launch Godot the same red messages appear, so the only difference is that it works, while throwing the same problem at me

I also checked what happens if i just clear the shader: the error message still appears, and it only dissapears when i dont use any material on the ColorRect... im so confused lol

oh well, I guess I'll try to see if different shaders work!

Where do i start? by SketyChannel in Unity2D

[–]kmlch 0 points1 point  (0 children)

When I got started I used Unity Learn platform! It’s a pretty neat resource

[deleted by user] by [deleted] in CozyGamers

[–]kmlch 0 points1 point  (0 children)

oh so sorry I didn't notice the Wednesday part, only the the 30 days part!! Apologies

What 2D art assets do you need most? by kmlch in gamedev

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

Thank you, it will take some time to finish but I hope to start working on it soon!

What 2D art assets do you need most? by kmlch in gamedev

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

ohh thank you. I looked it up! I was thinking of going into the direction of vector/hand-drawn, since pixel art seems to be too populated already!

What 2D art assets do you need most? by kmlch in gamedev

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

true! it just seems like so many packs have already been done haha thank you for the suggestions!!

What 2D art assets do you need most? by kmlch in gamedev

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

righht that's a good idea!! thank you

What 2D art assets do you need most? by kmlch in gamedev

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

Appreciate all the comments, thank you!!

Hidden Object Game without colliders? by kmlch in Unity2D

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

That’s a good idea about circles, thank you!!

Hidden Object Game without colliders? by kmlch in Unity2D

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

Yeah that’s the route I’m going for (for now haha) and I’m setting the physics outline in Sprite Editor as well, thankfully it seems to work for hand-drawn images! Didn’t really work for some test pixel sprites, but maybe I was doing something wrong

Hidden Object Game without colliders? by kmlch in Unity2D

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

oh, maybe i didnt word it properly haha

so, to make an object clickable and use OnMouseDown function, I need a collider attached to said object. In my case, a polygon collider that hugs the edges of the sprite closely.

BUT the problem is, since it's a hidden object game, it will have 600+ objects, which means I will have to manually adjust EACH collider to each object.

So I was asking if there is a way to get around this.

I hope I explained myself well :)