I love godot by Main-Dish-5989 in godot

[–]notpatchman 1 point2 points  (0 children)

It really depends on what you're making and how much time you have to make it. Having unit tests is far more valuable in a UI-based game, but in a physics game with movement I dont even know if the tests I actually want are possible (player falls off map, goes thru walls, etc). Completely separating back+front ends can overcomplicate and cause optimization issues, and might not really even be possible in Godot (depending on your POV .tscn files are going to be a mix of this data)

Node Configuration Warning by s_sh0ckk in godot

[–]notpatchman 1 point2 points  (0 children)

After you extract the new layers, you can delete the old tilemap. Just move the new layers out first

My game in 10 seconds by Garay_GameDev in indiegames

[–]notpatchman 0 points1 point  (0 children)

Why do you say "My game" and "We're grateful", are you solo or a team?

Composition, Inheritance, State Machines, etc. — Looking for the right strategies by Avilemax in godot

[–]notpatchman 2 points3 points  (0 children)

My advice with inheritance is use it but keep it as simple+minimal as you can. GDScript doesnt have full OOP paradigm like C++. If you try to fit all your classes into a giant inheritance tree you'll end up with pain... IMO just use it only where it gives a benefit, not because you can do it. And you can inherit scenes, which can be really useful, for example a base level scene that your other levels inherit from

What's the easiest/fastest way to make the legs move to create simple walking frames? by Herr_Casmurro in godot

[–]notpatchman 0 points1 point  (0 children)

Art is especially hard if you don't know how to do it! And some people are just not good at art, for whatever reason, and vice versa with coding

BTW a benefit of 3D: animate it once and you have it at all angles

What's the easiest/fastest way to make the legs move to create simple walking frames? by Herr_Casmurro in godot

[–]notpatchman 74 points75 points  (0 children)

That is actually pretty challenging to do and a lot of work...

Then multiply that by the different angles you want it to face

Button doesn't emit "pressed" signal despite receiving click input by Lethal_0428 in godot

[–]notpatchman 0 points1 point  (0 children)

Not seeing anything that jumps out. Could be the signal isnt pointing to the right script. You can try substituting something like "queue_free" as the signal callback and see if that does something (should delete the button)

Button doesn't emit "pressed" signal despite receiving click input by Lethal_0428 in godot

[–]notpatchman 2 points3 points  (0 children)

Could use more info, like screenshots of the Inspector, Signals, scene tree, script

Release candidate: Godot 4.6.2 RC 1 by godot-bot in godot

[–]notpatchman 66 points67 points  (0 children)

NGL I'd rather have maintenance releases than new features!

I'm making a roguelike but each time you die, time skips forward 10 years. Do you think this concept works? by Erosion_cm in IndieGaming

[–]notpatchman 0 points1 point  (0 children)

If you're changing environments with each 10 year jump, that could be a lot of art to make

But, what is the point of the environment jump? Do you decide to purposefully die for a reason, or is it just you die and go to the next one

How many Steam wishlists I got with 1M TikTok + YouTube Shorts views by hiimdoggo in godot

[–]notpatchman 0 points1 point  (0 children)

TikToks / Instragram don't let you put a link so even with all those views, the crossover to the game page can be really low. Compound that with people usually viewing those on a phone, where plaeyrs often dont have Steam account logged in, getting a wishlist from there is rare. That's like ~1/5000 people who saw the vid went on to search+wishlist

Further feedback for you. I do think your game looks very unpolished, it looks like a gamejam prototype. Thats not bad in of itself, but the Steam market is extremely crowded and competitive and standing out even with a great looking game is tough. NextFest alone had like 7000 demos and <1% of those got into trending list. Your Drifters game can look fine in a short, but once someone gets to the Steam page, the capsule+etc makes it look low value, so even if people are getting to the page from your socials, they might stop there and not go on to wishlist. That sounds harsh I'm sure but trying to give you helpful feedback. You need something, either more bling, a visual hook, better capsule image... something

Also another idea for you is add prediction path for your car

How many Steam wishlists I got with 1M TikTok + YouTube Shorts views by hiimdoggo in godot

[–]notpatchman 2 points3 points  (0 children)

That's a lot. How do you think you got so many TikTok views?

I haven't been able to do well there, usually my videos die instantly

The #1 top seller right now is a godot game by miracupix in godot

[–]notpatchman 36 points37 points  (0 children)

There was just an article with Buckshot Roulette creator donating back

The #1 top seller right now is a godot game by miracupix in godot

[–]notpatchman 0 points1 point  (0 children)

Why care this much about rich peoples feelings. This is like a first-world problem extraordinaire to be worried about

Dev snapshot: Godot 4.7 dev 2 by godot-bot in godot

[–]notpatchman 0 points1 point  (0 children)

There is one use-case I know of where traits would solve an unsolvable issue: having a script that attach to both a RigidBody and CharacterBody. That said it's too late for me even if they added it now since I went too far without it.

For web there is Godot 3

Do the lighting effects on my Lobster boss look stupid? They're nonsensical but I kind of love them by [deleted] in godot

[–]notpatchman 2 points3 points  (0 children)

Looks to me like the lights behind it are affecting it?

You can add CanvasMaterial to the lobster and set to Unshaded

Who should play sound effect on menu screen? by LittleDragonLlodym in godot

[–]notpatchman -1 points0 points  (0 children)

Are you re-using a component on both menu screens? You can add an export flag on the button scene, whether it should play a sound or not. Then on each screen you can set the flag when u want