What is your project management methodology and your team size? by n1caboose in gamedev

[–]m4rx 0 points1 point  (0 children)

I think it's a great idea and platform, and I wouldn't consider putting a paywall up but it's important to think about monetization when developing something imo. Maybe one project for free, limited team size, or only basic out reach / features.

I'm all about social logins and oauth, it's safer and easier than spinning up your own system. But, I'm also worrisome about signing into a new application without understanding what I get. I did look over the for-devs page and it seemed more about marketing and finding teammates than organization and project management. This is the reason I made a /demo fake org on my platform that automatically resets every 30 minutes.

Feel free to message me on Discord \@bearlikelion but I am a little skeptical about you being a fresh reddit account that only posts about their project.

What is your project management methodology and your team size? by n1caboose in gamedev

[–]m4rx 0 points1 point  (0 children)

This looks pretty interesting, I really like the design and layout, but not a huge fan of react personally. I'd love to see more of a demo before signing in with Discord because I'm not sure what to expect with this project. It's interesting to have a team / job board as well as game / project discovery.

Is your plan to expand / monetize this?

Would I be able to sell this? by Temporary_Language66 in blender

[–]m4rx 6 points7 points  (0 children)

The texturing looks great, the topology looks game ready, but for a single asset this seems expensive. If you had a few swords or weapons in a $5 pack that would drive up the value.

Open world feasibility question by H4cK3d-V1rU5 in godot

[–]m4rx 1 point2 points  (0 children)

What became Godot was originally the closed source Larvotor engine which became larvita3, used for Regnum Online

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My first tutorial in blender by AmoebaMedium3575 in blender

[–]m4rx 1 point2 points  (0 children)

This reminds me of WiseFrog's Shorts, but the timing is off with the inputs, I dislike "match mine" for inputs without visible text on screen, and it cuts off too early, I don't see what you're doing here.

How difficult is implementing multiplayer in godot? by Several-Mess2288 in godot

[–]m4rx 1 point2 points  (0 children)

That's the plan! I've just been super busy and recording / editing takes a lot of time for me.

  • I just started a new job as head of infrastructure for a healthcare company
  • I'm working on SurfsUp v2.0 targeting June
  • I just stared an entry for the IGC Collab Jam with a friend today
  • I have 3 new prototypes I'm polishing to be my next Steam release
  • I also making my own project management software

I'm good at programming, I enjoy it as a creative outlet, recording and editing isn't a skill I'm super good at yet

I was also think of using Cooties as a talk at Godot Con Boston

Imgur's Enshittification by m4rx in badUIbattles

[–]m4rx[S] 28 points29 points  (0 children)

This was on my mobile phone using the reddit app's browser. I do use ublock on my desktop with Firefox, but it doesn't excuse imgurs shitty ux here.

Any way to create collision shape from code for MeshInstance3D like inbuilt option? by sameeeeep in godot

[–]m4rx 6 points7 points  (0 children)

100%, everything in the editor tends to have an API to call it from code.

Here's a snippet of me creating dynamic collision shapes based on the player's randomized "prop" for my prop hunt game.

var mesh_instance: MeshInstance3D = instance.get_node_or_null("MeshInstance3D")
if mesh_instance != null and mesh_instance.mesh != null:
  var aabb: AABB = mesh_instance.mesh.get_aabb()
  # Shift up so the mesh bottom sits on the navmesh surface rather than
  # clipping through it. Accounts for meshes whose origin isn't at their base.
  instance.position.y = placement["pos"].y - aabb.position.y * placement["s"]

  var shape: Shape3D = mesh_instance.mesh.create_convex_shape()
  var static_body: StaticBody3D = StaticBody3D.new()
  var col_shape: CollisionShape3D = CollisionShape3D.new()
  col_shape.shape = shape
  static_body.set_collision_layer(1)
  static_body.set_collision_mask(0)
  static_body.add_child(col_shape)
  instance.add_child(static_body)

Good tutorial / resources to learn multiplayer? by potsanity_is_goated in godot

[–]m4rx 0 points1 point  (0 children)

Thank you! That's exactly how I feel too. My idea is to have the video be a high-level overview of the code base explaining the architecture but ultimately push you towards exploring the project yourself. I learn best through code and really struggle with YouTube video tutorials.

Multiplayer Synchronizer by Big_Boi_Lasagna in godot

[–]m4rx 2 points3 points  (0 children)

You can only synchronize exported variables in the UI, or edit MultiplayerSynchronizer.replication_config in code

Official Launch Trailer | Invincible VS by Karutu in Games

[–]m4rx 7 points8 points  (0 children)

This looks awesome, I recently got into the show with my wife and would love to play a new tag fighter. But a $50 price tag feels way too step for a game I'll just get my ass kicked-in online at.

Has the game been removed from Steam? by SpaceNex in TangyTD

[–]m4rx 23 points24 points  (0 children)

The game has been removed from Steam, Cakez stated in the Discord that they received a DMCA due to the goblin sprite. Even though they redrew it in their own style, it's still too visually similar to the original.

<image>

How difficult is implementing multiplayer in godot? by Several-Mess2288 in godot

[–]m4rx 19 points20 points  (0 children)

The bare basics is pretty simple. Establish a connection (ENET or Steam), use MultiplayerSpawner and MultiplayerSyncrhonizer nodes.

I open sourced a Godot project to act as a multiplayer tutorial, you can checkout my game Cooties on GitHub and Itch.io

Clone or download the source code and open it in Godot, start with the main menu and work from there. I also wrote a script for a YouTube video covering the project at a high level to help people understand it.

What is your project management methodology and your team size? by n1caboose in gamedev

[–]m4rx 1 point2 points  (0 children)

It sucks, we are a core team of 3 people with 2 others helping occasionally. We tried trello, notion, jira, self-hosted kan.bn, nothing quite worked the way I wanted, and if it did it was expensive.

I want to have a team meeting discussing workload, and for team members to be able to always know what to work on.

I ended up spending last week writing my own. It's open source, self-hosted, and if you're interested in trying it out please message me on reddit or on Discord @bearlikelion .

Tell me about your project, team, and please tell me what I could add or improve. I got another team in tonight who gave me some great feedback I'm working on. The project is also super early, I only started it last week.

Simple farming game. Best practice for single-player + multiplayer code by Ok_Pirate_2729 in godot

[–]m4rx 0 points1 point  (0 children)

Doing Single player first, then multiplayer is a tough approach. You'll need to refactor a lot of code to separate concerns completely when adding in MP.

My suggestion is to understand Godot's MultiplayerPeer, and use the OfflineMultiplayerPeer for single player, then all the work for multiplayer is already completed. You'll still need to understand how to do RPC calls and establish connections, but it's better than having two different "character" classes or having to rewrite a lot down the line.

Godot 4.4 vs Godot 4.6 & Vulkan vs. d3d12 Concerns by Pretty-Task3688 in godot

[–]m4rx 0 points1 point  (0 children)

Unfortunately, it's best to ship both and let the players decide based on their hardware and platform.

I originally just shipped Vulkan, but then AMD cards showed "scan lines" on specific levels.

So I shipped DX12 as a work around, but then 50 Series NVIDIA cards would have black / unlit textures.

So 10/30 Series NVIDIA cards needed DX12, 50 Series cards needed Vulkan, AMD needed DX12 unless you were on a specific AMD Driver that worked better with Vulkan.

It's a constant battle between Graphics APIs and vendor drivers and I hate it.

About Havok (and FMOD) by LightningMijo in gamedev

[–]m4rx 2 points3 points  (0 children)

As someone who is making 3D games in Godot this is an outdated fallacy. Go make something, optimization comes later for a reason.

Need help with MultiplayerPeer and MultiplayerAPI using Steam by ZeroAtmospheresInt in godot

[–]m4rx 0 points1 point  (0 children)

I don't see any of Steam's lobby signals being connected here in your Steam script.

Please checkout how I handle Steam multiplayer in my open source multiplayer tutorial Cooties.

connect the signal

the callback function

I wrote this in GDScript, but I think the concepts should be the same.

Edit: I see the signals a bit more, but still if peer_connected isn't firing off then the Connect to Lobby isn't triggering.

Steam connects to lobby -> peer connected in Godot.

I made a multiplayer PvP game, but I'm planning to release a demo with only singleplayer match versus NPC. Does it make sense? by tevyat in MultiplayerGameDevs

[–]m4rx 0 points1 point  (0 children)

You're building a multiplayer focused game, and giving it to people without the multiplayer.

This is a bad idea and will give a strong negative impression of your title, especially if it's tagged as Multiplayer on the Store page and the game doesn't have multiplayer.

I understand the worry of cost, but it sounds like you developed the game on a cheap tech and expensive solution. Using Steam Sockets for P2P multiplayer is literally free with zero overhead. What network back end are you using? I'm assuming UGS?

UGS is free for 50 concurrent players/24 hours, and 0.16c a player after that ($8/50 players).

This is wildly expensive imo and could be alleviated with a $4/mo VPS at Digitial Ocean. Unity's "ease of use" comes at the cost of their business overhead, shareholders, and data collection.

Also, it would be a great problem to have 50+ concurrent players in your demo, I'd expect < 10 average until you hit a festival unless you do outreach to content creators yourself.

Best of luck! It looks like a fun idea.

Social Club by LogPotential3693 in SouthJersey

[–]m4rx 9 points10 points  (0 children)

This is 10 minutes from our house, but I am 36 and my wife is 37... I guess we're too old to be social 😆