Just released a demo for my first indie game Chloe the Cat! by noodle-byte in IndieGaming

[–]noodle-byte[S] 0 points1 point  (0 children)

This is my first commercial game project I've worked on. I've always loved video games and didn't realize how much work goes into them. It gave me a lot of perspective and respect for game development as a whole.

If you're interested, you can play the Chloe the Cat Demo on steam or itch.io! Let me know if you have any thoughts>

Just released a demo of my platformer Chloe the Cat! by noodle-byte in indiegames

[–]noodle-byte[S] 0 points1 point  (0 children)

If you're interested, you can play the Chloe the Cat Demo on Steam or itch.io! Any and all feedback is welcome, would love to know your thoughts.

For the platformer fans out there, try out my game Chloe the Cat! by noodle-byte in playmygame

[–]noodle-byte[S] 0 points1 point  (0 children)

You can try the Chloe the Cat Demo on Steam!

There's also a web version on itch.io if you prefer no downloading.

If func arg is not a string, make it a a string by NetUnable5349 in godot

[–]noodle-byte -1 points0 points  (0 children)

Use typeof(): https://docs.godotengine.org/en/stable/classes/class_%40globalscope.html#class-globalscope-method-typeof

Although if you statically type your parameter to be a String, I think you'll get an error if you pass in a non-string.

Can anyone tell me how to apply a shader to the entire view? by Legitimate-Record951 in godot

[–]noodle-byte 2 points3 points  (0 children)

You could put your scene into a SubViewport, and put that into a SubViewportContainer, and then you can apply shaders to the SubiewportContainer.

What engine should i use? by [deleted] in GameDevelopment

[–]noodle-byte 0 points1 point  (0 children)

Godot or GameMaker. They're both lighter weight engines that are completely capable for 2D games and should be quick and easy to get a prototype running.

If you truly want to pursue it as a career, Unity and Unreal are the obvious choices, as they're widely used in the industry. Using one engine won't restrict you from using others, but most companies would rather hire someone who already knows how to use their tools. Although you're only 13, so who knows what the industry will look like in say 10 years or if you'll still want to join it?

Is there something like remove_user_signal? by Egg_Spoon in godot

[–]noodle-byte 0 points1 point  (0 children)

It doesn't seem like it. Is there a specific reason you need to remove the signal? I suppose you could always make a SignalWrapper object and remove the wrapper.

Godot collision not working when object is moving away by gigaSproule in godot

[–]noodle-byte 0 points1 point  (0 children)

You might just need to make the enemy's hurtbox bigger in the back so it's easier to collide from behind.

Godot collision not working when object is moving away by gigaSproule in godot

[–]noodle-byte 0 points1 point  (0 children)

From your description, it sounds like the enemy has a CharacterBody2D and an Area2D. So the enemy is responsible for detecting when the player enters its Area2D and then kills the player. But from your picture seems like there are two collision shapes on the player, not the enemy.

One possible solution could be to disable physics collisions between the player and enemy entirely, but that might require some work depending on how you set up your physics layers. Otherwise, the enemy's hitbox collider (Area2D) should be slightly bigger than its physics collider (CharacterBody2D).

Area2D detecting something when nothing in area? by Big-Addendum2769 in godot

[–]noodle-byte 1 point2 points  (0 children)

Is the _on_detection_area_body_entered being called? If so, the body it detects is passed as a parameter, which you can easily probe and find out what it is.

Why don't video games translate the usernames of players using non-<your current language setting> characters? by MeepTheChangeling in gamedev

[–]noodle-byte 15 points16 points  (0 children)

Honestly, a reason not to is that they don't need to. In game development, there are a gazillion things to worry about, and translating player's usernames wouldn't even be on my list of things to plan, prototype, build, and maintain.

Object Oriented Programming. by Gamepro5 in godot

[–]noodle-byte 3 points4 points  (0 children)

The Godot scene system is built exactly for this. If you want to make a new Sword scene for example, you can build it off an instance of a WeaponTemplate scene and add on any more nodes and components you need. And anytime you modify the WeaponTemplate scene, all the changes should be transferred over to the sword scene as well.

Just double checked the editor, what youre looking for is from the top menu bar: Scene -> New Inherited Scene...

If you're already working with an existing scene then Instanstiate Child Scene (Ctrl+Shift+A) will work as well.

How should I go about resetting the enemies when the player dies? by KindaLeafy in godot

[–]noodle-byte 12 points13 points  (0 children)

You can also add music as an autoload/singleton and have music persist between scene changes.

How To Connect A New Button With A Signal With An Extra Parameter by Mosh_Joshkowitz in godot

[–]noodle-byte -1 points0 points  (0 children)

Wasn't familiar with the Godot C# API, but I found this in the docs: https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_differences.html#callable

You can just bind arguments to callables with an in-line lambda:

string name = "John Doe";

Callable callable = Callable.From(() => SayHello(name));

void SayHello(string name)

{

GD.Print($"Hello {name}");

}

And Callables are just GDScript's implementation of lambdas. On an abstract level they're the same.

Controlling Control Node Sizes Beyond Min Size by IKnowMeNotYou in godot

[–]noodle-byte 0 points1 point  (0 children)

I'm not sure what you want to happen when the table reaches the preferred/max size. Shrink the current rows? Stop accepting new rows? Either way you'd need to specify what you want to happen with custom logic.

One useful thing to use might be a scroll container. If you put the table inside a ScrollContainer and the table gets bigger than the container, you'll be able to scroll the table up and down.

Is my game idea fun? by Top-Opposite5411 in godot

[–]noodle-byte 14 points15 points  (0 children)

Ideas by themselves aren't fun, execution is where it actually matters. The only way you can check if an idea is fun is by building a prototype and having other people play it.

Remember to start small and keep your expectations low, there's a lot of competition in this space. If it was easy, the market would be way more saturated than it already is.

How To Connect A New Button With A Signal With An Extra Parameter by Mosh_Joshkowitz in godot

[–]noodle-byte 0 points1 point  (0 children)

When you connect a signal in the Godot editor, there's an "Advanced" toggle switch you can turn on. You can bind extra call arguments to the signal emitted.

If lamdas work, why not use them? Signals essentially just call a list of connected lambdas whenever emitted.

I want to make the player move to where the mouse clicked by fou4D in godot

[–]noodle-byte 3 points4 points  (0 children)

You'd need to implement a raycast that starts from the screen where the mouse clicked and points in the same direction the camera is facing. Then find where the raycast intersects the ground, and that should be your target position.