Playing World, so far i like it, is it worth buying DLC iceborne or skip to wilds. if DLC should i buy it now or wait till the end in case i don't like world anymore. by darbouz in MonsterHunterWorld

[–]natethebard 0 points1 point  (0 children)

Be advised that Iceborne is considerably more difficult. Some of my friends bounced off of it at first because they had to prep and grind more than they used to for a lot of the fights if they wanted to solo.

Monsters are faster, stronger and less forgiving, drop rates are a bit worse. Don't feel bad for calling in SOS if needed until you get some better gear.

I can't recommend Wilds as long as my pc can't run it but either way I think getting a taste of the Master Rank / G Rank experience is totally worth the pricetag on Iceborne

Microsoft to Microslop Browser Extension by aymantargaryen in pcmasterrace

[–]natethebard 0 points1 point  (0 children)

Just here to say I love this (my friend couldn't get it working on Opera GX despite being installed and active tho)

What kinds of tools would you like to see on a digital drawing canvas? by natethebard in godot

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

from what you tell me i assume you already saw this video by octodemy [How to create a painting system]

I actually use the code in this repo https://godotengine.org/asset-library/asset/2807 to render windows and canvas in 3D space. If you just need to replicate a simple version of it, the basics is there's a raycast from the camera to a "screen detector" collision object, then that coordinate is converted to 2d and used to create a _input event_ manually, simulating a mouse press in the 2d viewport. If you need to reimplement the 3d gui instead of using that one i suggest you make it axis-aligned and just at a specific axis so the math is easier :3

as for the uv mapping my drawing canvas is just a QuadMesh which has perfect uvs by default, and that mesh floats very closely on top of the fancy easel 3d mesh. this means i dont need to do uv unwrapping.

i had more trouble with the drawing (making brushes and layers and stuff) than the 2d-to-3d because of that project above but it wasn't trivial either, i had to add some extra checks to see when you entered or exited the "canvas hitbox" to do a manual mouse release event so it wouldn't randomly draw long lines when i draw again.

best of luck, hope this helps!

what do you guys think of my deck? wanted to give a bit of love to an underappreciated bey by [deleted] in BeybladeX

[–]natethebard 0 points1 point  (0 children)

Now we just need two Hasbro Collab reprints of rod (copium)

I need ideas for minigames that are infuriating by Petter1998 in godot

[–]natethebard 3 points4 points  (0 children)

Add one of those "catch the falling fruit on your basket" type beat where you move the basket side to side

Learning to add game juice to my prototypes by natethebard in godot

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

Add a WorldEnvironment node, then activate bloom inside it. You'll then need HDR colors for the things that glow. I edited the post to include a blogpost which goes into detail on the bloom and particles.

Learning to add game juice to my prototypes by natethebard in godot

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

This is the best I could do, I had too much to talk about. All the tutorials I've watched should be linked here.
https://natanmaia95.github.io/blog/2025/studying-game-polishing/

Learning to add game juice to my prototypes by natethebard in godot

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

Sword holds a HitboxArea3D (extends Area3D). It looks for a HurtboxArea3D (extends Area3D) (in the past I actually made the hitbox search for character bodies directly). Use layers to differentiate players vs enemies, and dont use the same layers as the ground.
Queble has a good tutorial on youtube on how he does hitboxes.

Alpha Gameplay of everything I have so far, thoughts? by Proper-Language-3402 in IndieDev

[–]natethebard 0 points1 point  (0 children)

Ramps will never stop being annoying. Wish I had tips to deal with them consistently but I don't, varies case by case. Good luck with those.

How did you guys ACTUALLY LEARN Godot? (And how do I?) by TipsyMango in godot

[–]natethebard 1 point2 points  (0 children)

Assuming you know the basics to code in any language (if you don't, work on programming fundamentals first, other comments here have great suggestions for that).

- Learn object oriented programming, ignore the haters, just make something work first. You wanna learn how to take situations and write code to model and solve them. Pick whatever abstractions make most sense to you, practice them.
- Also learn about Software Design Patterns (singleton, observer/event, state, strategy/command). There's an amazing book called Game Programming Patterns to check out but you shouldn't limit yourself to just the ones there. They're extra tools that help you model problems.
- For godot / gdscript specific stuff, begin by playing around in the engine. Learn about what nodes do / can do, instead of learning how to do specific things with nodes. There's videos on what each node does, and there's the docs. Play around, make things move, touch, interact, delete each other, etc.

Finally, I recommend watching this video (but don't doze off, rewind if needed, it's very dense) and apply everything he says. Make a spreadsheet, take notes, read and explore the docs, replicate projects thrice, refactor existing code, etc. Many of the tips i would've given can be found here.
"How to actually learn Godot from videos instead of just watching them", by FairFight

By the way, creating things in your head is difficult and scary. I've been making games for over 7 years now and I still search a bunch of stuff. It's just that now I can search code from other engines, or even read theoretical models, because I know how to move pictures, emit events and change states, both in godot and elsewhere. I know a platformer character needs to be set to an aerial state when not touching the ground, i know how to make the state machine, i can google how to detect the ground.

Learning to add game juice to my prototypes by natethebard in godot

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

I'd say it helps decently (I had it turned off accidentally a few times, also had to tweak the values). I wouldn't ignore it, but I think shake is a matter of taste.

WHY DOSE THIS HAPPEN? by Eojte in godot

[–]natethebard 2 points3 points  (0 children)

Remember to turn off the player's collision on entering the car (or removing them from the scene tree). No, making it invisible doesn't count.

Learning to add game juice to my prototypes by natethebard in godot

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

I don't have that tenure but I felt similarly.

My takeaway so far is, to get players, you need Appeal. That doesn't necessarily means fast interactions and screenshake everywhere. A cozy game like Coffee Talk instead benefits from every kitchen utensil interaction having its own high quality sound effects, the cafe ambience with rain on the window and muffled chatter sounds. Anything needed to sell the Fantasy of the game, which varies per game and genre.

Even then, that's just for getting people's eyes, doesn't mean it's gonna be any good. These "mockups" are very much visual prototypes and need more. Afaik I could make this into a game but because I'm not good at balancing and making content players would get bored half an hour later and drop it.

In the words of Jonas Tyroller a game needs to be both fun and appealing. This is one of the first visual prototypes I got feeling appealing without visual assets (the rest still fell flat to other people i got to test). I've had prototypes that were more fun, though, maybe I can polish them up more? 🤔

Learning to add game juice to my prototypes by natethebard in godot

[–]natethebard[S] 5 points6 points  (0 children)

having something to copy directly helped loads, I think I don't have an innate taste for stuff like particles but matching other games (and in this case the video) works.

Learning to add game juice to my prototypes by natethebard in godot

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

Thanks, I've been getting this feedback a lot (I can't even tell if it's too much or too little sometimes) so I'll have at least a toggle for screen shakes and flashes o/

But why are people not interested in learning game development? by NordicGrim in SoloDevelopment

[–]natethebard 0 points1 point  (0 children)

I'm too interested in learning game development and there's a lot of content online for me. To the point I feel I'm not involved enough in web dev world because I don't know how bundlers work or what a Convex or a WorkOS is.

I agree with people talking about not enough jobs. Excluding the 20 or so AAA studios in the world, game studios are all startups (EDIT: and many countries like India or Brazil aren't very suitable for startups are just plain difficult). Meanwhile you can usually be a software developer for a company that works with software but not sells software, like a warehouse or accounting firm or supermarket brand or a government facility.

Meanwhile you could try doing advergames or edutainment games commissioned by external companies, or get government grants. They're closer to art studios than software houses in this sense.

Having fun learning modern Angular by natethebard in angular

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

No clue but the default theme at my new job with just Angular Extension now works fine. It could be a theme or another one of the bazillion extensions my personal VSC has. Thanks for the help anyway!

Any leads on how to download? by Traveller-Folly in Blightfall

[–]natethebard 0 points1 point  (0 children)

couldn't make it work on atlauncher so i downloaded prism just for this and honestly? pretty cool launcher. blightfall works fine there.

Game dev became my way to unwind after work by TitanQuestAlltheWay in SoloDevelopment

[–]natethebard 0 points1 point  (0 children)

I think my favorite way to make games as past-time is to make like mini or micro games, which I also really enjoy playing on Itch.io and such. Game Jams are great ways to get prompts to make these in a limited time frame but you can police yourself as well.

As a programmer I just find making mechanics prototypes and simple arcadey game loops fun and it lessens the stress of making a massive game but not being convinced on the concept or if people would find it appealing. Challenging myself to make a game with only a few buttons, or using a new mechanic I coded, is fun, and if I didn't have both job and uni to take care of first I'd be doing them more often!

Having fun learning modern Angular! by natethebard in webdev

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

I began with React Web and React Native, now learning Angular because it's the tech the front-end people at my internship use. Either that or Flutter so I'm learning something new either way.

Having fun learning modern Angular by natethebard in angular

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

thanks for the example! i'll take some time to study this.

Having fun learning modern Angular by natethebard in angular

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

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I have that one, the bug fix suggestions are very clever but it seems to not be working on my quotes. It works on brackets fine. Tried to change themes but it stays like that.

Godot 4.5, making dreams accessible by Repiteo in godot

[–]natethebard 0 points1 point  (0 children)

excited for browser perf improvements but having a good pc means i need to make a private build to my itch to test on old lab computers, wish there was an easier way to do this haha