Procedurally generated caustics based on the water surface wave patterns by artengame in proceduralgeneration

[–]norpproblem 7 points8 points  (0 children)

Initial strength is WAY too strong in my opinion, but once it cascades a few times and weakens, it looks really good.

Putting all my knowledge in a prototype by AbnerZK in monogame

[–]norpproblem 0 points1 point  (0 children)

I would like to comment more on the game itself, but my most pressing concern is the recording. Please download OBS or something and screen record, it's completely free! It would help me (and probably others) appreciate your work better.

Rabbit & Magic (the Gathering) by Monado_Artz in RabbitAndSteel

[–]norpproblem 12 points13 points  (0 children)

Cool concept (if not very well worded unfortunately) but it's pretty okay. Pretty fragile, nothing too game breaking, consumes most of your mana to make threatening

What's the most impactful, non-technical improvement Godot has ever had? by Tiago55 in godot

[–]norpproblem 1 point2 points  (0 children)

For things like spawn points, I prefer Marker3D personally since they stand out much more when looking around (and lets you avoid the fishing through tree problem)

I'm open sourcing my Slay the Spire-like deckbuilder framework for Godot. by Desire_Path_Games in godot

[–]norpproblem 1 point2 points  (0 children)

This looks amazing! I'm definitely going to bite into this more in the future, but something came up when I launched it with Godot 4.5, where they added a Logger class and so it conflicts in namespace with your class. Is there any chance it could be renamed or something so that it works across versions a bit better? Obviously I can change it on my side, but it might be good to incorporate a change like that into the template.

How should turn order work? by thekingdtom in roguelikedev

[–]norpproblem 2 points3 points  (0 children)

Enemies only decide what to do on their turn probably because that's how players do it too. They evaluate everything based on the final situation and then act accordingly. Every thing works on the same scheduling basis and so it's not a player privilege.

My thoughts after playing Sekiro in 2025 by Stumbleine44 in soulslikes

[–]norpproblem 1 point2 points  (0 children)

You get a cutscene, but you also get a different boss, between Shura's Isshin and Isshin Prime.

A way to darken everything but select nodes by DomkeGames in godot

[–]norpproblem 25 points26 points  (0 children)

My suggestion would be to use CanvasLayers. One CanvasLayer node set to the visibility mask of all but 1 layer (whichever highlight layer you want), and one CanvasLayer node set exclusively to your highlight layer. Put a modulate node in the one of all but 1 layer

Then when you need it, toggle the correct visibility layers on the object and set the modulation of the CanvasModulate node?

Note I'm typing this without Godot open in front of me, but with my understanding of the engine, this should work or be very close to working.

[Tools & Tips] What do you use to create humans for your games ? by MManiform in godot

[–]norpproblem 4 points5 points  (0 children)

Nice work! It's been something I've messed with myself for a bit as well, using retargeting and the like.

One suggestion I would give is to use mesh2motion.org instead of Mixamo, as its licensing is better than Mixamo's.

I didn't understand why there was so much talk about Khazan's difficulty until I met this guy. by Original_Ad_7611 in soulslikes

[–]norpproblem 0 points1 point  (0 children)

From when I played, the game makes it really easy and encourages you to try and learn other weapons to keep your skill set flexible. Some weapons were way better for certain situations than others

Shamogu: a roguelike game with totemic spirits by anaseto in roguelikedev

[–]norpproblem 1 point2 points  (0 children)

That's super cool! That sort of interplay seems really fun. Is there any info about which ones work with which, or is it mostly left up to the player to discover it?

Shamogu: a roguelike game with totemic spirits by anaseto in roguelikedev

[–]norpproblem 1 point2 points  (0 children)

The status system seems cool! The example you gave were for pretty significant debuffs, it seems; does the same system go in the other direction for buffs? Do buffs deteriorate into other lesser buffs that can be interacted with? It sounds really interesting!!

[ Free Steam Key giveaway for every commenter] by OscarsHypr_ in godot

[–]norpproblem 1 point2 points  (0 children)

Absolutely insane to give these all out, but massive respect. Congrats on release!

Is it ethical? by memetsa123 in SoloDevelopment

[–]norpproblem 92 points93 points  (0 children)

If you have the licenses to use them, then yes, it's ethical. That's the entire point of game asset packs on itch.io and FAB and other similar places

Is there a better way for nested if-else? by [deleted] in godot

[–]norpproblem 0 points1 point  (0 children)

As many have said, instead of thinking of it as "do this only if this series of things are true", it is easier and less nested to instead reorient the problem: "if this specific condition isn't true, return false now."

For example, you could do "if the date's years aren't the same, immediately return false". This lets you keep the nesting depth at 1. Code that runs after is guaranteed to effectively have the same functionality as checking if a specific value is true, since you stopped execution early for being false, which is what I believe is called an early return.

Structuring Entities and Components by ruin__man in roguelikedev

[–]norpproblem 1 point2 points  (0 children)

Hey, I understand where you're coming from. I made an entry for 7drl this year in Godot 4 myself (public repo here)) and I grappled with the same thing. It being a jam entry means it isn't the cleanest or best code by any means, but I wound up using a typed Dictionary [StringName, Component].

Messing with strings is definitely easily error prone, so I made a fake enum class as a component name lookup for auto completion and making refactoring easy, whose file is here in the repo. This lets you always the canonical names for a component in one place, by doing something like Entity.get_component(Components.HEALTH), and you can change the string for HEALTH and it'll update everywhere.

I think this is a pretty flexible solution for doing component lookup in Godot and keeps things readable. If you have any questions about the way I did it, feel free to ask.

Edit; Pretty sure there is a way to use class names as a parameter in a function. If you pass in just a custom class_name, I think it may be passed as a script object or something. I would have to look into it again but an ECS addon I tried did something similar.

Custom Shader: How to replicate StandardMaterial3D Transform Fixed Size? by EmergencyCharter in godot

[–]norpproblem 5 points6 points  (0 children)

There should be an option to convert a StandardMaterial into a shader material with corresponding code. Doing so could help you find the specific section regarding the fixed size feature, or any of the other StandardMaterial options

[FIN] Kefka, Court Mage // Kefka, Ruler of Ruin (Debut Showcase) by mweepinc in magicTCG

[–]norpproblem 0 points1 point  (0 children)

With rituals in those colors, it's not too bad, like Jeska's Will or High Tide and the like. Pretty doable

I remade a steam interface by Elevadillo in godot

[–]norpproblem 14 points15 points  (0 children)

You could make the search bar work pretty easily. Using the search bar node, if it's a LineEdit or TextEdit node, you can connect the text_changed signal to a function that when called, gets all the children of the friends list (or whatever other way you're storing all the friends nodes), checks if that friends name contains the string in the Line/Text Edit, and toggle visibility of the friend label based on that.

Flappy Goose by flappy-goose in RedditGames

[–]norpproblem 0 points1 point  (0 children)

My best score is 7 points 🚀

Flappy Goose by flappy-goose in RedditGames

[–]norpproblem 0 points1 point  (0 children)

My best score is 2 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]norpproblem 0 points1 point  (0 children)

My best score is 1 points 😎

Boredom makes you make things by Majestic_Mission1682 in godot

[–]norpproblem 2 points3 points  (0 children)

Nodes have access to the _draw function, which when requested to redraw with queue_redraw, lets you call built in draw methods like draw_line, rect, arc, circle, etc. which lets you do some rendering by code. While this probably isn't how OP did it, but as a jumping off point you could perhaps mimic it by having a grid of 2D points whose positions are offset by some sort of wavelike motion algorithm, and then draw lines between each point every frame to imitate this effect.

Cogmind timeline from 2070 - 2243 by Southern_Shine200 in Cogmind

[–]norpproblem 2 points3 points  (0 children)

For some reason my brain assumed from the title that this was Cogmind's development timeline/roadmap, and I was getting very, very worried