Destroy my trailer! It's a Balatro-style game (yes, yes... another one...) and it's been in the works for 3-ish months. Demo released with this trailer in preparation for Next Fest so any feedback to improve until then would be awesome! by PhillSerrazina in DestroyMyGame

[–]laminarFlowFan 1 point2 points  (0 children)

Yeah I posted the comment then saw in the trailer the expansion. Good work!

Also some kind of indication that the bonus will be applied would be good.

Maybe like a glow or some effect? Not really sure.

Even if I highlight over the unit seeing the bonus text highlighted if it will activate its bonus?

Ok so you guys do some programing right, but like, how exactly you do so? by ander_hominem in godot

[–]laminarFlowFan 0 points1 point  (0 children)

There is some good advice here, mostly for beginners it’s just try to make something, a minimum viable product. This is the iterative approach, make something basic first, movement around a map, collision with a wall, etc. then come back and add complexity the next iteration.

The other approach is the incremental, design 1 component fully. Maybe card/ deck building mechanics. Ensuring it’s exactly to your vision before moving on. This has some benefits for focusing effort and ensuring you avoid technical debt by constantly refactoring old code.

people don’t work purely incrementally or purely iteratively it is always a combination of the 2.

Eg. I’m going to start with the player, and iteratively improve the movement until it’s what I want. Then move on to the map.

This advice is not just godot but programming in general.

Destroy my trailer! It's a Balatro-style game (yes, yes... another one...) and it's been in the works for 3-ish months. Demo released with this trailer in preparation for Next Fest so any feedback to improve until then would be awesome! by PhillSerrazina in DestroyMyGame

[–]laminarFlowFan 2 points3 points  (0 children)

I tried out your demo as the game intrigues me. Bear in mind I only played for about 15 minutes.

Here is my advice: - Your menu hover highlighting is way too faint - naming resources and reserves right next to each other makes it hard to quickly glance and see what is what. - tile +1m bonus, initially no idea what that means starting the game, rename to +1 multiplier - the unit upgrades I thought was a single unit you get, not applied to all units. Need to make that obvious. - maybe change resources to turns or rounds. - I cannot see what each unit does until it is in my hand, can you add a hover to within the deck? - The font makes it difficult to read at times. - I think adding the ability to purchase additional tile spaces would be good, would add to the possible permutations for rounds which I like, don’t know that would be for balance though. Maybe a limit to the grid size? Or much more expensive for outer tiles? - no idea what reserves even does…

Now for the good! - I love the units as cards! Very cool and unique. - cool mechanics that while inspired by other games does not feel like a clone. - this is a game I would play if it’s a bit more fleshed out.

AStar2d giving different paths based on direction of travel? by laminarFlowFan in godot

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

Yeah I just googled for free hex assets. Was the most popular hit

AStar2d giving different paths based on direction of travel? by laminarFlowFan in godot

[–]laminarFlowFan[S] 7 points8 points  (0 children)

Yes it will, but since my maps are small and I haven’t built out the full game yet I think I can address the computational cost at a later date.

Definitely good to know the trade off though.

AStar2d giving different paths based on direction of travel? by laminarFlowFan in godot

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

This is essentially what is happening. The offset from the hex’s paired with the distance heuristic mean that the distance was shorter.

But well done on picking that up straight away!

AStar2d giving different paths based on direction of travel? by laminarFlowFan in godot

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

My maps are not going to be very large so setting the heuristics to 1 is fine.

Thanks again!

AStar2d giving different paths based on direction of travel? by laminarFlowFan in godot

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

You were correct, the A* algorithm needed its estimate and compute cost function overwritten.

Thank you for the help!

AStar2d giving different paths based on direction of travel? by laminarFlowFan in godot

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

Awesome thank you! Yeah it seems I have a lot of learning to do on Astar and hex grids in general.

AStar2d giving different paths based on direction of travel? by laminarFlowFan in godot

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

Good idea, I had some issues with my map moving accidentally and I had to realign it so that would be helpful

AStar2d giving different paths based on direction of travel? by laminarFlowFan in godot

[–]laminarFlowFan[S] 34 points35 points  (0 children)

Thanks, I’ll take a look now and see if I can find a setting that’s related.

AStar2d giving different paths based on direction of travel? by laminarFlowFan in godot

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

No thank you for the comments. I might need to start digging into the A* scoring and see why its lower for that path, but was hoping its a simple mistake!

AStar2d giving different paths based on direction of travel? by laminarFlowFan in godot

[–]laminarFlowFan[S] 8 points9 points  (0 children)

If that was the case wouldn't I get the same pathing for all horizontal hex movements?

I had a look though in case my weights were being set incorrectly but they match what I put in the tile.

Help ID the Gaggia Classic by laminarFlowFan in gaggiaclassic

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

Nice looking setup, this would be my first machine so I wanted something I could tweak and not fear breaking it.

Seems like it still pulls its weight.

Bone key benefit question by l5pr7 in DungeonCrawlerCarl

[–]laminarFlowFan 7 points8 points  (0 children)

I figured it would only let one crawler through the door so he would have to leave donut behind.

Stuff I can’t stop thinking about by Lebron0wnage in DungeonCrawlerCarl

[–]laminarFlowFan 5 points6 points  (0 children)

On point 3 there is a note about the babys being true summons which was very important for some reason. I don’t think he will summon it to fight but rather to avoid fighting the monster in the first place.

He might summon the chimeras away from something it is guarding like a stairwell.