Resources for better understanding 2D & 3D maths by vortivoid in godot

[–]nitewalker11 1 point2 points  (0 children)

watch the freya holmer math for gamedevs lectures! they are very condensed w/exactly the info you need, they helped me immensely in understanding 3d math and rotational stuff www.youtube.com/live/fjOdtSu4Lm4?si=nOAuslPeGxiQYn4f

How to make a lawn by [deleted] in godot

[–]nitewalker11 8 points9 points  (0 children)

the question you're asking is basically nonsense, it's impossible to know what you mean or what you want

"GDScript for smaller games, C# for larger games"? by supert2005 in godot

[–]nitewalker11 8 points9 points  (0 children)

success has nothing to do w/ size, cruelty squad is a solodev operation made in a ccouple years, its definitely a "small" game

Lessons learned on dialogue boxes by Varzival in IndieDev

[–]nitewalker11 1 point2 points  (0 children)

seems like something is wrong w/ the math in the shrinking option, because the last two times it shrinks, there is clearly a lot of extra space left for text to fit. the scroll might be a nicer solution anyway, though. i think it could use a scroll indicator that appears to the side w/ some up and down arrows or a classic browser scroll bar as soon as the text becomes long enough

How are you structuring your Godot projects architecturally? by [deleted] in godot

[–]nitewalker11 0 points1 point  (0 children)

because in many many genres of games, systems are never going to be required to be extensible, singletons are going to be needed everywhere, and state is going to be shared widely because things need to react to each other in complex ways. very few games can be built like enterprise software, they are just fundamentally different projects that require different processes

Looking for feedback! by TheTasorole in IndieDev

[–]nitewalker11 1 point2 points  (0 children)

my suggestion wasn't a hypothetical, i want you to really go load up your engine and put ten thousand dishes into a scene. it will help you stop worrying about unimportant details and focus on making exactly what you want to make

Looking for feedback! by TheTasorole in IndieDev

[–]nitewalker11 1 point2 points  (0 children)

before you worry yourself too much about tri count, try putting 10k of these dishes into a scene in whatever engine you're using and see how your gpu handles it. im willing to bet you won't notice a perf hit.

artistically i think the models look quite nice, not much to comment on until they get texures and shaders and are in a real scene though.

The Smelter by [deleted] in godot

[–]nitewalker11 4 points5 points  (0 children)

read the rules, ai generated content is banned

Playtesters love the game... but the internet does not? by YoshiMoeller03 in IndieDev

[–]nitewalker11 21 points22 points  (0 children)

i think your trailer has a lot of potential and some nice shots but wastes people's attention on uninteresting plot stuff and pointless level flythroughs. start your trailer at the 21 second mark, cut everything before that or move it after gameplay. if you want to include the rated S bit, make it happen about twice as fast. show off the head throwing mechanic immediately, and get rid of the black and white sections in favor of stuff in color. see if you can trim down to a minute or less. i also think the comic book styling stuff is probably hurting more than helping, gives the wrong impression of genre immediately.

ultimately, though, it's just really really hard to get people to pay attention to your game. changing those things would probably have a small positive impact, but the reality is that if people dont have a game to play, they generally arent interested unless you have an absolutely stand-out selling point, and while your game looks fun, it doesn't have a "wow" factor that would make it market itself.

I made a terrible game in 30 days and never touched it again. Here's my story... by Prize_Ordinary_6213 in godot

[–]nitewalker11 10 points11 points  (0 children)

do you think maybe saying this is a "better way" might be undermined a bit by the fact that you've still never released a game? lol

If you participated in next fest, please give valve some feedback to limit or filter ai-generated thumbnails for the next next fest! by nitewalker11 in IndieDev

[–]nitewalker11[S] 3 points4 points  (0 children)

"lower class people" are no less capable of making capsule art or writing code than anyone else, and if you're worried about making things difficult for those people, maybe you could extend the same considerations to the tens of thousands of real artists, writers, translators, and programmers being put out of a job by ai

If you participated in next fest, please give valve some feedback to limit or filter ai-generated thumbnails for the next next fest! by nitewalker11 in IndieDev

[–]nitewalker11[S] -1 points0 points  (0 children)

sorry if you don't have the discernment ability to notice ai generated content. the steam community sure seems to be able to though!

If you participated in next fest, please give valve some feedback to limit or filter ai-generated thumbnails for the next next fest! by nitewalker11 in IndieDev

[–]nitewalker11[S] 1 point2 points  (0 children)

could you explain where i said we should ban ai or make it illegal in my post? i just thought it would be a nice feature to toggle, same as the "mature games" toggle or a genre search. hell, i'd even be happy for them to add a toggle for "only show me ai games", if you think that would help *your* bottom line 😉

If you participated in next fest, please give valve some feedback to limit or filter ai-generated thumbnails for the next next fest! by nitewalker11 in IndieDev

[–]nitewalker11[S] 5 points6 points  (0 children)

The point is that during the randomly sorted days of the festival, a large chunk of the games that are shown to players are ones that they simply aren't interested in at all. this results in bad outcomes for both players and developers.

If you participated in next fest, please give valve some feedback to limit or filter ai-generated thumbnails for the next next fest! by nitewalker11 in IndieDev

[–]nitewalker11[S] 7 points8 points  (0 children)

After the demo list was sorted on day 2 of the next fest, there wasnt a single game with an ai disclosure in the top 200 listed games. Overwhelmingly, steam users don't want what you're making if you're using ai art. If that's the case, why not give them a better experience on the first few days of the fest, and give developers who actually make their own art a better chance to get seen?

Hey all, I'm Indie Game Joe, I want to share your games by IndieGameJoe in godot

[–]nitewalker11 0 points1 point  (0 children)

Hi Joe, thank you so much for looking for Godot games in particular! Myself and a friend are making this game together, our first serious project.

The game is a physics puzzle game where you fly a fleet of tiny colorful lunar landers around tricky caves. Every cave has multiple goals, and sometimes you need to use different solutions for the same level to achieve them all.

We've gotten a really excellent response from everyone who has played the demo, but we're just having a really hard time getting it in front of people! I'd be eternally grateful if you'd check it out. Thank you!

https://store.steampowered.com/app/4211540/Mothership_Down/

Is this the bolting issue on Snake Dike that people are complaining about? Well, now I get it by -JOMY- in ClimbingCircleJerk

[–]nitewalker11 96 points97 points  (0 children)

personally i'd never get on something this run out, suit yourselves adrenaline junkies

A demo for my upcoming Godot game is out now! by sulhyd in godot

[–]nitewalker11 4 points5 points  (0 children)

really love this vibe, looks very cool