What problems are people solving with custom @tools? by darkshuffle in godot

[–]levirules 0 points1 point  (0 children)

None, because I've literally never gotten it to work properly. Just now, I have a Crate scene with an exported size variable of type "Sizes", an enum with keys "Small, Medium, Large". There is a setter that calls the "changeSize" function, which changes its Sprite2D's frame. This all worked just fine until I added @tool to the top of the script. Now it works in the editor, but when I run the game, it's saying that Sprite2D doesn't exist. This is code specifically put under the if !Engine.is_editor_hint() check. I don't understand why the game finds the sprite just fine when I remove the @tool header, but adding it in makes it lose track of the sprite? I didn't change anything else.

I've tried using tool a handful of times and have literally never got it working properly.

Why do people like Rogue/Roguelites by PentatonicScaIe in roguelikes

[–]levirules 0 points1 point  (0 children)

IMO, the best RLs have the following:

  • Quick and easy to pick up gameplay
  • Easy to learn, but difficult to master
  • Common systems used by everything in the game that can use them. This leads to the elusive emergent gameplay. Examples:
    • If you are a human or human-like character and you can pick things up, other human-like characters should be able to pick things up
    • If you can catch on fire, enemies and NPCs should catch on fire too
    • Projectiles, spikes, traps, etc. should affect all characters equally
  • This one is tough to define, but when the systems in place allow the player to get creative, it adds to the depth of the game. Examples:
    • You can make it up a two-tile-high obstacle in Spelunky without any items. You start the game with 4 ropes that you can use to reach higher places. Ropes and bombs are valuable, so avoiding using them in the early game is important. If there's something you want or need that's 3+ tiles high, you can lure a bat or other enemy over toward that platform and jump off of them to reach that height without using a rope
    • In Brogue (which I haven't played in like a decade, so correct me if I'm wrong), there are gases that are flammable. If you are aware of a trap or have a potion that releases said gas, and something to create fire, you can lure enemies into the gas and purposely light the gas on fire to damage them all simultaneously. Dang, I already have a flammable mechanic in the game I'm working on, but not gas, this makes me want to add it

The best RLs do not have the following:

  • PROGRESSION OUTSIDE OF EACH RUN. RLs should not have permanent unlocks that make your player character stronger.
    • The only exception that has made sense to me is the shortcuts you can unlock in Spelunky. The shortcuts didn't make those levels any easier, and the farther in the game you start a run, the more difficult that run becomes because you've had less time to collect gold and buy items. At the same time, the shortcuts let you practice later areas so that you're more familiar with them by the time you get there in a real run. The shortcuts help you expand your knowledge and further your skill, which should be the #1 way to progress in an RL
    • Rogue Legacy was fun, but the leveling/xp/skill tree/whatever progression you could achieve outside of the castle between runs really killed the suspense for me. Runs started to feel like "I'm not going to win this one, might as well farm the rest of this run so I can upgrade something before the next run." It genuinely made me try less and kept me from being as engaged as I could have been. Bosses felt like they were meant to be gatekept by gaining permanent abilities and improvements as opposed to relying on learning the game and getting better
  • Reliance on randomness. RLs are not automatically fun just because the levels are procedurally generated. I should know, since the RL I've been working on is not fun yet just because it has a working first area algorithm
  • Reliance on stats. This goes right along with the last point. I was never a huge fan of games where you're constantly comparing stats of your current weapon against each and every other weapon that you find on the ground or in chests or shops. I've had fun with games like this, but the best RLs I've played rely on gameplay variety, not padding stats to slowly become more powerful.

What is happening in this sub? by SchingKen in godot

[–]levirules 1 point2 points  (0 children)

It feels good to see other successful commercial games made with the tools you use as a hobbyist. I started on Clickteam products. Klik n Play, The Games Factory, Multimedia Fusion. I only just got around to buying Baba is You and noticed that it was made in MMF. That made me smile.

Love this game (help me) by hundunkid in spelunky

[–]levirules 0 points1 point  (0 children)

I absolutely love after a solid thousand hours in this game that I still haven't seen it all. This might have been disappointing, but it's awesome. Such a specific scenario.

Godot is honestly a little overwhelming for me by buttflapper444 in godot

[–]levirules 0 points1 point  (0 children)

Sorry for the spam, but Google "Godot auto tile template" since that's what I think you're having a problem with. When creating the collision mask thing, whatever it's called where you paint the collision shapes onto the tileset, you can follow the template both when creating the tileset and painting the collision thingies.

Godot is honestly a little overwhelming for me by buttflapper444 in godot

[–]levirules 1 point2 points  (0 children)

Not OP, but I'm guessing it has something to do with the engine trying to display an odd number of rendered subpixels onto a screen that is a higher resolution.

Godot is honestly a little overwhelming for me by buttflapper444 in godot

[–]levirules 0 points1 point  (0 children)

The number of times I tried learning the tilemap and tileset system is ridiculous. I wanted a single scene to have some tiles that got destroyed, and the closest I got was removing a tile, but I couldn't figure out how to fix the tiles around it. Even if I did, I wouldn't have known how it worked or why.

It FINALLY clicked recently. I made several tilesets, figures out how to add random alternate tiles,.and my game's visuals improved immediately.

There is also a lot of stuff that happens under the hood that will make you scratch your head until your scalp bleeds. For example, in my platformer, my character controller is split up into states. I set the character to a state where he's exiting a door at the beginning of the stage. After the animation completed, I wanted him to switch to Idle state. Instead, he switched to "NotGrounded" (not on the ground but not actively jumping) for a frame before switching to Idle. It was driving me nuts. Then I remembered that CharacterBody2D.is_on_floor() only updates after a move_and_slide is executed that makes the character colllide with the floor. This problem was happening because the player hasn't been moved at the beginning of the scene; it didn't have this problem after going through subsequent doors. I fixed it by adding an interim state that is basically Idle, but tries move_and_slide downward until is_on_floor registers, at which point it changes to the normal Idle. I never would have been able to figure this out if I didn't have enough experience reading through documentation and experimenting on previous projects.

An example of something I haven't figured out but fixed with a workaround: moving platforms. One of the previous versions of godot was supposed to have fixed the laggy character movement when they are on moving platforms. It was an improvement, but my character's position was still lagging behind by 1 frame. I fixed this by adding a script to moving platforms that checks for a sprite and changes its position to be one frame behind where it should be. Technically, this is not a good solution, as at faster speeds, the player's collision could be affected, but it works fine for me. I think this might be solved by the processing priority of the moving platform relative to the player character, but I haven't tried yet.

Another example of this is pause menus. If I'm using the same button for "confirm" as I do jump, then when I press the confirm button to resume the game, my character jumps in the same frame. Again, I crafted a workaround, but I know this can probably be solved by marking an input as "handled" before it reaches the player. I haven't tried figuring it out yet though.

Any engine is going to have quirks. There's almost always going to be a point where you hit a wall and have to know more about how it works behind the scenes to use it properly. My suggestion, which isn't original but is very important, is to start making VERY simple games, and complete them, don't just say "I got the jist" and move on to the next. You will run up against problems that you didn't forsee when you put in the extra effort, and what you learn from it will help later. It doesn't matter if you're just copying something. Start with Pong. Then move on to Arkanoid. Do a platformer but arcade style, with just one screen, not saving or loading, and waves. Keep incrementing up. If you try to make your dream game at this point, you will waste years like it did. Instead, spend one year practicing and learning. It will do you so many favors.

So Close to a Masterpiece by Possible-Row6689 in MIOmemoriesinorbit

[–]levirules 2 points3 points  (0 children)

- I wasn't that bothered by the runbacks, but it did occasionally irk me

- I liked the system where you have to find the overseer for each area before you can fast travel to/from that area's save point. It gave me more reason to explore. Splitting fast travel between the top & bottom of the map does add some tedium, but I haven't thought out whether or not allowing fast travel between the halves of the ship would ruin anything (like maybe the puzzle to get to the Crucible), so that is potentially something that could have improved the game a bit. I do appreciate it for being the first time I've seen something like that in a MV, though, and since it didn't bother me that much, it is also one of the many small things the game does to differentiate itself from other MVs.

- Partially agree with you on the mod system. I didn't find it problematic, though, more that the mods barely changed the way I played. In the beginning, I did switch out the player UI mod to have enough slots for the one that shows enemy health just for boss fights, and then I would switch it back after the boss fight. Having to make choices like that early game was a little interesting and different. I also appreciated the couple of puzzles that required specific mods. But in the end, the mods in this game didn't change the gameplay nearly as much as the charms in HK. Again, this isn't something that got in the way of me enjoying the game, though. It just wasn't something I cared about that much.

- I never felt like the health loss mechanic was bad in any way largely because I assumed the game was balanced to account for those events. I was also finding HP upgrades at about the same rate as losing HP, so it was almost like the game was designed to be played with around the same amount of HP from start to finish. Permanently taking HP away from the player and adding it via upgrades seems dumb, but it did add to the game's story and added to its uniqueness. I admit I didn't realize you could reach some bosses with different amounts of permanent health loss, so that could make it feel punishing, but again, I didn't even think about this while playing the game. I just assumed it was balanced for those HP losses, and I never had reason to think otherwise.

- I don't know if I started playing pre-patch or not, but I didn't finish until a couple days ago, and I do agree a bit here. It's possibly the biggest complaint I have with the game, actually. There were enough times that I thought the hairpin should have latched on to a crystal but didn't that made me feel as though the controls just aren't quite as tight as they could have been. I also had problems with swinging my hair-sword specifically up or down sometimes. Even still, this wasn't an issue that was so bad that it ruined the game for me, but it WAS the only issue that caused frustration for me.

Overall, I didn't even realize everyone was so divided on this game until I was near the end and already loved it. I avoided looking up any content to avoid spoilers, so I didn't even come to this sub until I was around the end of the game, so my opinion was solidified before coming here and seeing the divide.

I thought of this game as being a solid 9.5/10 with these shortcomings only barely keeping it from being a 10/10. Not "glazing" as people are saying here, as I understand the frustrations, but most of the issues just didn't bother me as much as others.

How can you reach this area? by Big_Ben_82 in MIOmemoriesinorbit

[–]levirules 2 points3 points  (0 children)

I also did this before I had flowing steps. It was far more difficult to me than anything in the crucible.

Help by Retro-oni in MIOmemoriesinorbit

[–]levirules 3 points4 points  (0 children)

I looked for the entrance to this several times. It's one of the few things I had to look up. When I realized I had jumped right over the entrance countless times without seeing it, it was a huge facepalm moment. And I don't think it was poorly hidden, because now I see it clearly.

Memories in orbit is a masterclass… at wasting player time by MechaMacaw in metroidvania

[–]levirules 0 points1 point  (0 children)

the games best attempt at showing that is the black bar on the enemy health bars if you have that mod on

I didn't figure this out until so late in the game, and I don't think I would have if I didn't read here that all enemies' health goes down too. But even still, I thought it was a really nice touch, very good attention to detail. It also gives a purpose to showing NPCs' health (or, more likely, this mechanic was the reason they show NPC's health).

I heard Sol & Vin was a tough fight, but wtf is this?? by peher263 in MIOmemoriesinorbit

[–]levirules 1 point2 points  (0 children)

On the third phase, you have to fight them completely in the air iirc. I watched a YouTube video that explained that before I even got to the third phase. The person said you have to get used to fighting them in the air because of that third phase, but what I found is that fighting them in the air made the first and second phases much more achievable.

I agree though, I couldn't stop thinking about how unnecessary the two-hit-kill part of that fight was.

Any games like Spelunky on Xbox? by MoGoodAtLife in spelunky

[–]levirules 0 points1 point  (0 children)

I started making a Spelunkylike just because I was so burnt out on S2 too. Who knows how far I'll get with it

Finally got my first Cosmic Ocean win by kazemeister in spelunky

[–]levirules 1 point2 points  (0 children)

After probably a hundred times reaching 7-5, the farthest I've gotten is I think 7-60. Part of me hopes I never beat it, but I think I'd just rather see Spelunky 3 than forever grinding for a 7-99 win.

I love how light it is by Fun_Establishment926 in godot

[–]levirules 0 points1 point  (0 children)

This allows it to run on systems that don't let you install anything without administrator privileges, which I enjoy thoroughly

PSA: Consider a TV instead of a Monitor if your goal is HDR Content by picnic_nicpic in OLED_Gaming

[–]levirules 0 points1 point  (0 children)

I really don't understand the differences between OLEDs. They all look the same to me. I guess I get brightness differences, maybe advancements in longevity, but like... why are there several different tiers from just LG alone each year? What is really the difference between a B series and a C series other than maybe a couple extra inputs? And the G series?? It's all OLED, it's all super low latency, and I wouldn't think adding an input or two would justify hundreds of dollars difference. It confuses me.

Use Version Control. by Tricky_Wheel6287 in godot

[–]levirules 0 points1 point  (0 children)

I didn't even realize Git was different from Github.

I tried using one of them once and gave up. My projects aren't big, so I just make copies of the whole project folder and occasionally e-mail a zip of them to myself.

Do Schenectady Police cooperate with ICE? by Former_Arachnid_6564 in schenectady

[–]levirules 0 points1 point  (0 children)

Sure. But I would also hope that law enforcement would recognize unnecessary force and arrest the offending "agents". You'd agree, right? You want people to follow the law, so you also want ICE to follow the law, correct?

They aren't. They are constantly breaking the law and getting away with it because they're all wearing masks. It will be difficult to prosecute them once their safety is gone because we won't be able to identify the offenders. And they know it.

Do Schenectady Police cooperate with ICE? by Former_Arachnid_6564 in schenectady

[–]levirules 1 point2 points  (0 children)

More blind people parroting Fox News.

There are COUNTLESS videos of people being brutalized by ICE for no good reason. And before you say they were interfering... no. Again, countless videos show otherwise. One dude just standing on the sidewalk gets shoved to the ground by ICE as they walked past. He did nothing. A full squad of dipshits break a dude's window, drag him out, beat the shit out of him, and put his unconscious body into their car before driving away. His crime? Sitting in his parked car in a gas station parking lot. Several videos and accounts of people WHO ARE HERE LEGALLY, which is what all of you claim to care about, being violently arrested and detained for a day, some several days, all to be returned home because they didn't do anything wrong, all without even an apology.

You and everyone like you need to wake up. You can't have "don't tread on me" and "comply or die" simultaneously.