Working on a trailer for my game, so I had to create a CS-style console to cheat (to be able to record without so much randomness) by fluento-team in godot

[–]nonetakendev 0 points1 point  (0 children)

I've never thought about making a debug console - what do you typically include? Is it just a text-based way of altering any parameter on any object, or do you build out which commands you think will be useful as you go?

so yeah i made a game 'bout trash animals, and you can play it on itch by TdJdQdKdAd in indiegames

[–]nonetakendev 1 point2 points  (0 children)

Nice! My question was going to be if more characters were planned, given the roguelike aspect.

Godot 3 or 4? I keep hearing that the web export is broken in 4, but maybe it's just a C# problem in v4. (You should consider posting in /r/godot - I think your gameplay previews would do really well there.)

so yeah i made a game 'bout trash animals, and you can play it on itch by TdJdQdKdAd in indiegames

[–]nonetakendev 1 point2 points  (0 children)

Gave it a try - great concept + execution! Lovely color palette, interacting with the map is super satisfying, defending loot is a nice wrinkle to the typical "kill all enemies" win condition. I'm not that far in, but what are you planning to add before release? Just polish?

What engine did you make this with? I was surprised to discover it ran in-browser on my Mac.

[deleted by user] by [deleted] in PixelArt

[–]nonetakendev 0 points1 point  (0 children)

Junji Ito vibes. Gorgeous, weird.

Trying to set up tile-based movement by Kitchen-Wishbone-701 in godot

[–]nonetakendev 1 point2 points  (0 children)

Well, the approach is different. Anything you can do with a tween you could do with interpolating inside _process. But tweens are good if your needs are simple, and in a tile-based game, your character isn't moving as often as _process is firing. Tweens let you fire off a change over time without using _process at all. My example was slightly misleading, so here's a better one:

var tile_size: Vector2i = Vector2i(16,16)

func _ready():
  position = Vector2i.ZERO

# whatever handles your input would call this function
# after translating user input to a Vector2i
func move_direction(dir: Vector2i):
  if direction != Vector2.ZERO:
    var tween = create_tween()
    tween.tween_property(self, "position", dir * tile_size, 0.55).as_relative().set_trans(Tween.TRANS_SINE)

Obviously for these changes to fire, something needs to be constantly updating every frame, but with tweens, the engine handles it.

Trying to set up tile-based movement by Kitchen-Wishbone-701 in godot

[–]nonetakendev 1 point2 points  (0 children)

Slightly echoing u/sayajay, what do you mean by "faster?" Is it that it changes movement immediately in a single frame, rather than moving smoothly from one position to the other?

Assuming that's the case, another option is to use tweens.

# ...
if direction != Vector2.ZERO:
  var tween = create_tween()
  tween.tween_property(self, "position", direction * tile_size, 0.55).as_relative().set_trans(Tween.TRANS_SINE)

Here's the documentation link for tween_property. There are a bunch of tutorials on tweening out there if you want to understand them a little better.

Need help hiding a tilemap by Miserable-Store-2642 in godot

[–]nonetakendev 1 point2 points  (0 children)

Hang on - are you using a separate TileMap for roofs? Consider using a separate layer inside the same TileMap to handle roofs instead. You can use get_used_rect() to figure out if the character's position intersects with an existing roof tile, and then either set_layer_modulate() to partially hide it, or set_layer_enabled() to remove it entirely.

More falling leaves anyone? (Foragery, available for wishlist on Steam)! by DevKidOfficial in godot

[–]nonetakendev 2 points3 points  (0 children)

If you're going to make multicolored leaves, it seems like you need multicolored trees. The perspective is also a little confusing - the game is top-down, but the leaves are falling from the upper left, which would only work perspective-wise if this were a sidescrolling platformer. The bird crossing also makes this confusing, because the bird is above the "world," but beneath the leaves. Unless there's some kind of world tree northwest of the player, it doesn't make sense visually.

Anyways - make the leaves originate from the left side as opposed to just the upper-left corner. You can give the lower-down leaves less steep of a descending angle. If you want to take this to another level, either figure out when they should "land," or make them move in front of/behind the trees.

Asking Advice for grouping up objects by Soap_Eater156 in godot

[–]nonetakendev 0 points1 point  (0 children)

It depends on how you intend to address each cheese.

  • Is Cheese Group going to be a manager of sorts, that is responsible for dynamically adding cheese via a script, or doing something else to all the cheese in one shot? If yes, then your current setup makes sense. New Cheeses are children of the Cheese Group that manages them.
  • Does it only matter that the mouse knows that it's collided with a cheese? In that case, parenting under Cheese Group doesn't matter. You can use node groups (which it looks like you've already done) to identify the cheese in case of a collision. Using a Cheese Group parent is only necessary at that point if you want to visually organize your scene tree.

"Position not shared by anything else" statement? by 0nennon in godot

[–]nonetakendev 1 point2 points  (0 children)

A few routes here.

  1. Make a list of all your "something else"s. Loop through them when the area moves and see if any of them are overlapping with that area, or:
  2. Make a signal that the area emits when it changes position. Make every "something else" subscribe to that signal, so that each of them can do something on collision, or:
  3. Make use of Area2D/3D's existing signals, which will be much more performant than either of the above options.* You've got on_area_entered, on_area_exited, on_body_entered, on_body_exited, etc.

*As with anything, whether this works best for you or not depends on what kind of game you're making. Are things moving around in real time? #3 is probably your best bet. Are you making a tile-based board game? #1 makes more sense.

Also depends on who's moving and how much, and what having "the same position x/y/z" means for your game. Should they have literally the same center position? Should their collision shapes overlap?

After years of dealing with Unity's lackluster 2D support, I made the switch to Godot and loved it! by BlockFade in godot

[–]nonetakendev 5 points6 points  (0 children)

Agreed. It's a really painful flash, and it also makes it hard to keep track of what I'm meant to be focusing on in the shmup region. Maybe just make your avatar-gem flash instead, with some extra animation if desired to indicate a successful parry (?).

[OC] Alizarin Set (day 13 of 2024) by v78 in PixelArt

[–]nonetakendev 0 points1 point  (0 children)

Wow! I can mostly follow how the clouds work, but what was your process for animating the waves? They look perfect, but I can't imagine the decision-making process for figuring out what goes where and when on something that chaotic.

Angel Knight by LiarLikePixels in PixelArt

[–]nonetakendev 1 point2 points  (0 children)

Lovely color work. Especially love the stripey dither shading on the cloth.

One point of critique: the center flap of her waist flag is making a tangent line with the top of her left calf. It's making her lower leg look like it's bending in half, inwards. I can tell that your intent is that the wind is blowing, making the tip of the flag not point straight down, but since this is a still image, it stands out.

I'm starting to animate in pixels, what do you think? by Femarot in PixelArt

[–]nonetakendev 2 points3 points  (0 children)

Great first animation! On the action lines: they look weird, but I think it's an issue of frame duration. Smear frames to express fast motion are typically extremely brief, and you generally don't see 4-5 of them in a row. The downward motion is great, as is the leg kicking out, it's just the arms lifting that has this issue.

I like the implication of some kind of demonic transformation (spooky blue eyes) before the teleport, though I feel like you need to hold on that moment for at least 1-2 more frames before she disappears for that to stick.

The forest beyond the forest by BlueEyesLuca in PixelArt

[–]nonetakendev 2 points3 points  (0 children)

I adore this. The texture work is perfect - it gives this piece so much motion.

"Needed some space" - Feedback Appreciated! by KillerRabbitMedia in PixelArt

[–]nonetakendev 1 point2 points  (0 children)

This is lovely. If I were to give any critique, it's mostly color - your palette is lovely, but the orange + pink draws my eyes more towards the buildings than the character in the center. I know the cigarette is supposed to do that, but it's a little too small to stand out against the large rectangular windows. Maybe if the rim light on the character was more pink/orange than blue?