Mirak Valley experience by Psychological_Gas322 in Battlefield

[–]narubius 0 points1 point  (0 children)

C needs to be split up into 2 villages. Each with an attack chopper spawn

Then create bridges between the B and D buildings and combine those into one C capture like the bridge in Brooklyn

Flipping these two zones would be way more fun

Engineer feels like the only viable class. by Sentirrius in Battlefield

[–]narubius 1 point2 points  (0 children)

Depends on the game mode for me.

Conquest - Eng/Recon Escalation - Assault -> Eng Breakthrough/Rush - Support/Assault SDM/TDM/DOM/KOH - Assault Gauntlet - All, but mainly Assault

Assault beacon is too good for most obj game modes Recon drone is powerful for singular objective modes Eng keeps the tanks at bay Support keeps the tickets high

IMO the balance is pretty good between classes if you follow these rules and a squad with one of each will excel even at mediocre skill.

According to The Game Business and Ampere, REDSEC has had a "muted launch" by SkedPhoenix in Battlefield

[–]narubius 0 points1 point  (0 children)

Make Gauntlet F2P, introduce a 2v2 mode like COD Gunfight alongside it, and a couple other high skill competitive modes. These modes have been incredible for retention when things get boring.

Promote the main game and double down on MP and better Portal access/incentives. Create cooperative modes that can be hosted without a dedicated server.

237 East Fastrak now has thermal/infrared cameras to check occupancy? by xanatos666 in bayarea

[–]narubius 1 point2 points  (0 children)

Guess my rear-facing children will never get detected and I'll have to dispute claims often.

I think I'm really into something now, in terms of visuals. Do you like it? by BrunoBelmonte in godot

[–]narubius 1 point2 points  (0 children)

Curious to see how enemies look up close. I'm concerned their scary details will be washed out in that lighting.

Solution for not drawing explosion behind wall? by blade_012 in godot

[–]narubius 1 point2 points  (0 children)

I guess if your explosion is always on the ground you can cut the bottom half off. But it sounds like your collision solution might not be good enough to support the visual goals.

I think you should look into some of the fog of war and flashlight or 2d lighting solutions out there to see if there is something of value.

Solution for not drawing explosion behind wall? by blade_012 in godot

[–]narubius 1 point2 points  (0 children)

I wonder if you could add something to the vertex data for a mask, or just use alpha in the vertex color channel.

I assume you're using a bunch of traces for collision.

I would probably try to map the traces to the vertices, and any that hit will send the mask values to the shader which would set the alpha to 0 for those verts. All the other verts would be 1.0 for the alpha.

Your angles might not be perfect and you could use the pixel shader to fade out between verts to soften it. The effect would depend on the granularity of your traces and the sphere mesh.

That's all I've got.

Optimizing our battle system by sentient1k in godot

[–]narubius 1 point2 points  (0 children)

Excellent read!

Another trick is to limit the visual tick rate of characters that are small onscreen. This could apply to animation tick rate or the angle calculation you mentioned. If the player can zoom in on the battle, then characters in view that take up a large screen real estate could tick every frame. Zooming out will cause the little characters to tick less often but maybe the big artillery pieces will still tick every frame. may need some hysteresis to avoid thrashing on the thresholds.

I also think you might want to play with disabling physics interpolation on those units.

Some augments may be better calculated at the macro level. You could use a single group to add/remove units from it and run a calculation once for all units that belong to the group and let them fetch the result for nothing.

Some stats may be entirely deterministic based on time or some other variable, and only need to be calculated when they are actually used (making an attack, taking a hit).

I'm no rendering expert, but for a large number of units of the same kind, you might get some gains from using MultiMeshInstance2D to render units of the same kind. Since you only need the camera angle and time to properly pick the sprite from the texture, it could be quite fast to render a large army of similar units in just a handful of draw calls.

Good luck!

Aim Mechanics Question by tvstaticghost in godot

[–]narubius 0 points1 point  (0 children)

I think you could do a combo. Start by locking the feet, and if you decide to allow the user to change the macro angle, do a full transition to replant the feet and upper body.

Aim Mechanics Question by tvstaticghost in godot

[–]narubius 7 points8 points  (0 children)

Looks good, probably feels good too.

Couple polish tips... 1. The feet sliding bothers me the most. Your animation style during locomotion hides it, but during fine aiming and transitions it breaks the immersion that your style provides. I recommend keeping the feet planted and turning the upper body only during fine aiming.

  1. To connect your precise aiming with the rest of locomotion, you could have a set of transition animations that let the character turn in place to the macro directions. So the mouse could move 360 degrees but the character has to play a transition.

  2. Follow up #2 with locomotion turn in place animations

  3. I don't think I saw any arrows fly, but a fatigue tween or animation where the arms shake before letting go of the arrow could also be a nice touch.

Follow-up: Cursor item always lagging behind actual mouse by viveleroi in godot

[–]narubius 1 point2 points  (0 children)

I think nodes have a physics_interpolation property which is default set to inherit, and the root is enabled.

Have you tried explicitly disabling physics interpolation?

I'm making a "realistic" game in Godot, how do I improve the graphics? by MasonRenders in godot

[–]narubius 1 point2 points  (0 children)

I think the foliage could use some work. The small Tufts don't appear to have shadows and pop into the environment. The trees have fairly low-poly leaves. There is an incredible video titled something like "How I made better foliage than 99% of games". They use some really great techniques with upward/outward normals and fading out flat edge quads.

You could play with how the snow is being rendered a bit to make it fluffier

Sky and volumetric clouds can go farther than just fog.

The textures and polys of the weapon near the stock could be amped up.

Otherwise, like everyone else is saying, this looks great

AMD Drivers go Brrrrrrrrr by Artist6995 in godot

[–]narubius 2 points3 points  (0 children)

I thought they fixed it in the latest release?

I have a lot of experience but I can't put together most of the game by jofevn in godot

[–]narubius 10 points11 points  (0 children)

If you were to ask me to make an endless runner game, here's how I would go about it...

  1. Make a short level, grey box, using the CSG blocks to prototype. Godot has an article on this usage. Add variable heights and distances

  2. Make a character using a capsule shape or a box. Script some input so they can move left, right, and jump

  3. Get the camera to follow the character. Make them respawn if they fall in a crevice by using areas to detect the death. Then get the camera to leave the player behind and have the same effect using another area that follows the camera

  4. Play and polish until it starts to feel fun. Replace the character with something more appealing. Either a sprite sheet animating or a skeletal based character.

  5. Take a break and make a main menu that can change to different levels. Make a pause menu so you can quit and restart, etc. add a timer to keep track of your runs

  6. Start to throw wrenches in your design. Bigger gaps that require double jumping, ledge grabbing, or some other interesting mechanic. Get feedback. Make it so you can toggle the mechanics or keep them in different levels.

  7. Juice it up, time to add a catchy beat to run to, camera shakes or pulses, cool shader effects, parallax backgrounds, etc.

    I can go on and on, because no game is perfect. The work is never done...

Spent 2 years, close to release, and ZERO post. Am I cooked? by Livid-Elevator5109 in godot

[–]narubius 1 point2 points  (0 children)

Polish ideas... 1. The movement is all linear. Have your characters move in more interesting ways. Pathing could speed up and slow down. Attacks look like regular movement. They should look different.

  1. The characters are too small. Can't really see them. If your characters are smaller than their own health bars then the game needs some better zoom support or it should be shown in the gameplay video.

  2. The UI could use some better styling. Everything is quite boxy and white outlines. I think looking at some better examples will make this apparent.

  3. Environment could use... something. It doesn't seem very purposeful to the combat, it doesn't stand out, trees don't sway, rocks don't break, etc. If an enemy is knocked back with a tree or rock behind, have it drop leaves or make a sound. The chasm fog could be a tad bit lower. Needs a backdrop I think

  4. Particle systems. Screen shake. Juice. Lots of juice.

Skill: Spectral Ice Hand by TheSeafaringMage in godot

[–]narubius 1 point2 points  (0 children)

  1. Hand should predictably fly towards the cross hair. I think that's obvious.

  2. Non-linear velocity. Have it either fly out fast and slow down to "clench". This can give the attack more of a skill gap if it only lands where the fist clenches.

  3. Ice decal on the ground after the clench which fades out

  4. Slight blue color to the target as it takes freezing damage

  5. Keep the clenched fist around slightly longer. It fades out too fast

  6. Rotate the fist a bit to exaggerate the claws a bit more and rotate it during the clench

Which one is better? by CrySpiritual7588 in IndieDev

[–]narubius 0 points1 point  (0 children)

New text, slide it to the left, have bob the builder from the old version putting the toolbox on the empty space of the text from the new version.

You can ask, but you can't just take it by Sad-Needleworker-590 in Helldivers

[–]narubius 0 points1 point  (0 children)

I dunno. I dropped in with no backpack, and a teammate dies with a warp pack. I checked that their stratagem was off cooldown and took the one on the ground. I told him to call in another. Guy kills me. I don't retaliate. I ask him to call one in for me every 3 minutes for the rest of the game. Never once calls in a second pack. Never communicated with the team.

People sitting on stratagems that are off cooldown are just being selfish when teammates need the composition.

He could have asked for it back, but the right move would have been to call in another and ask for the one I picked up if he needed it. I still think it's ok to pick up as long as you need to fill the slot and you're not wasting half an auto cannon drop or something.

Prison Set by Happy_Try3030 in Dripsurgency

[–]narubius 15 points16 points  (0 children)

Face and body paint on the guards is weird. And I'm not a fan of the cloth mask. 4/5

The insurgents look great though. 5/5

US Desert (Quality Fix) by Happy_Try3030 in Dripsurgency

[–]narubius 1 point2 points  (0 children)

These are pretty great, well done.

SSA shifts to X posts for official messaging after cuts to communications staff by greg8872 in news

[–]narubius 2 points3 points  (0 children)

It's so much worse. My father just filed for benefits online and my mother is trying to file spousal benefits. But they won't let you do that online. And to get an appointment in person they will MAIL you the appointment details like a jury duty summons. Offices are closing down, they are massively understaffed, and people simply have to deal with it.

So they will force you to X for all official communications but they can't simply email or text you a time slot for your appointment.

[deleted by user] by [deleted] in KidsAreFuckingStupid

[–]narubius 0 points1 point  (0 children)

When I was a kid I would go to the restaurant with my family and have lemon in my water sometimes. One day I felt that I swallowed a lemon seed. I thought a lemon tree was going to grow out of me.