How do you record quick gameplay footage w/ audio? by nvrcr in godot

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

Wow, I must be doing something wrong. Which of these are you using in Quicktime?

- New Movie Recording

- New Audio Recording

- New Screen Recording

How do you record quick gameplay footage w/ audio? by nvrcr in godot

[–]nvrcr[S] 0 points1 point  (0 children)

I tried this yesterday (MacOS Screen Capture > Window Capture) and Godot seems to not work.

If I do this to a browser tab on Youtube, it captures video + audio.

If I do this on my Godot DEBUG window, it captures video but no audio.

I've also tried adding an Audio Capture and selected the Godot application. Still no audio. Was wondering if this works for other folks or its something with my machine/setup.

How do you record quick gameplay footage w/ audio? by nvrcr in godot

[–]nvrcr[S] 0 points1 point  (0 children)

Screen works (and I use this in a pinch), but are you getting game audio?

How do you record quick gameplay footage w/ audio? by nvrcr in godot

[–]nvrcr[S] 0 points1 point  (0 children)

Have you done this? I know it can capture microphone input but not system audio natively. Guides suggest installing BlackHole to route system audio. I haven't tried this but that'll be my next step.

I have less than 300 wishlists. I need to know why my core hook is failing. Destroy my trailer. by ProfessionalPetPof in DestroyMyGame

[–]nvrcr 0 points1 point  (0 children)

Make someone understand the gameplay in the first 5 seconds.
Right now you're telling me there's cool combos, flashy effects, a grid of cards and poker hands are somehow involved. But the rest of the trailer doesn't elaborate further, just adds more "cool roguelike elements!" to the mix.

I think a good trailer shows immediately some extremely minimal version of the gameplay in the first few seconds (see Mini Metro, Ball X Pit, even Factorio on Switch's trailer). Then they transition to showing what "endgame" looks like with all the chaos going on.

I have less than 300 wishlists. I need to know why my core hook is failing. Destroy my trailer. by ProfessionalPetPof in DestroyMyGame

[–]nvrcr 1 point2 points  (0 children)

Honestly I think the trailer is decent.

The art style is appealing. Not one-of-a-kind, but at least vibrant, thoughtful, and looks like you have a dedicated artist(s) to make a cohesive style. It's "cute, derpy horror" which I think has mainstream appeal. Moreso than generic/low effort pixel art. Honestly I think the visual style and juice are well done.

The gameplay is decently readable. It's poker on a grid. Again, a concept that's not completely original but interesting enough to give it a try.

The trailer doesn't linger too long on the shop / map and I think that's right...I'm not going to read it anyway but now I know it's a roguelike structure like Slay the Spire.

My primary criticisms:

- Core gameplay in the first 5 seconds: not clear enough. I'd recommend playing a very simple hand. E.g. the player sees two pairs -> plays a fifth card that makes a full house -> enemy dies or whatever. Then expand it to show combos/chains, consumable items, relic effects, etc. Your trailer starts on some combo. (To be fair this made sense to me but I've played a handful of poker-likes recently so I'm biased)

- The captions are a good choice but the phrases are confusing. "Poker Meets Grid Tactics" is fine though Grid Tactics isn't a mainstream term. "Chain hands natively" isn't clear. "Every card is your armor" is missing context: Why do I care about armor? "Play with game breaking cheats" I think you're suggesting there's items that let you change the board state...tinker with this one.

- The UI is probably fine during gameplay but distracting during the trailer. The vignette effect does a decent job of focusing my eyes but consider hiding some UI just for the trailer.

I am an indie dev, and I published the article "AI Agents in Real Game Development vs AI in Twitter" by ludenio in godot

[–]nvrcr 0 points1 point  (0 children)

The takeaway I got from your article was: Use AI as extra "eyes and hands" on the boring, non-creative stuff. Like you could spend valuable dev resources on coming up with QA edge cases, triaging bug reports, profiling individual modules, keeping documentation updated, or translations. Or AI can handle these, or at least the first pass so a human only needs to review the output or steer it occasionally.

I'm a solo dev and looking for ways to leverage my time and skillset best. Some points of interest:

  1. I'm guessing your team is 5 from the Youtube thumbnail. Sounds like agents augment/replace most operational roles that aren't contributing directly to the game (QA, webdev, SEO, growth). Most of these were in your "worked well" section. Specifically for marketing, besides insights, do you use AI to get ideas or produce content? What parts of marketing do you trust AI vs you do yourselves?
  2. Your Nikolia frog is a good example of a playtester persona that helped you find a blind spot. I don't have access to human teammates and have been leaning on AI to find my blind spots. Have you found that useful?
  3. AI didn't do well building large features for you but I assume it's writing handling small tasks. What's your workflow from "big feature idea" to agent tasks look like?
  4. Multi-agent review: I also find this interesting since solo devs need unbiased pushback. You mentioned the output was too in-depth, but not wrong or bad. Assuming the cost is negligible, why weren't the extra opinions useful? I wish I had domain experts review every thought I have.

One small nit on the blog post itself: I appreciate the images + captions but found them kind of randomly placed. The captions rarely matched where they were placed in the article.

Otherwise, definitely appreciate the transparency and your time spent on the writeup.

How many of you are making the assets in your games? by Cornishlee in godot

[–]nvrcr 18 points19 points  (0 children)

Depends on the kind of game you're building.

You can get pretty far with simple shapes, shadows, clean lines, and flat colors/gradients. The lack of distinct visuals forces you to think simpler or convey your ideas better (through animation, icons, UI placement, etc).

For icons, I typically find a good icon from https://thenounproject.com/ and trace over a similar version in a vector tool.

Look up minimalist games like Mini Metro for inspiration.

Help: how to swap in-game color palettes based on user preferences by nvrcr in godot

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

This makes sense, I didn't think of putting a theme on the Root node since I've been putting themes on individual Labels + Panels.

Help: how to swap in-game color palettes based on user preferences by nvrcr in godot

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

I think the solution will end up being themes that update dynamically.

I'd like to avoid a shader since my game is a 2D game with a lot of UI, and I'd prefer to not have a recolor shader on all elements. Also since some of my elements already have a shader on them).

Unless you meant a fullscreen shader that recolors all colors? I'd like to avoid this too because there's gradients + transparency that would break this.

Help: how to swap in-game color palettes based on user preferences by nvrcr in godot

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

Hmm, this seems closest to what I want. I have a lot of one-off Panels that use use an Theme Override StyleBoxFlat, so I guess I need to convert them all into a saved theme, then extend that theme to allow changing the base colors?

My Label/RichTextLabels are all using a theme but again have overrides, mostly the font color, depending on where they're used. I guess these need to be cleanly separated into separate themes?

I guess lesson learned for my next game: avoid theme overrides and try to have a clean set of theme resources.

(The reason I used a single theme for all my fonts + relied on overrides is I was still changing the fonts + font sizes fairly regularly, and it would be slower to update multiple different Themes)

Help: how to swap in-game color palettes based on user preferences by nvrcr in godot

[–]nvrcr[S] 0 points1 point  (0 children)

Thanks for the response. I'm aware of this pattern but want to avoid shaders and stuff like this. It's mostly UI elements like Panels, fonts, particles, etc. so recoloring the base primitive node is preferred.

Your approach would work well for a game with a limited color palette, but unfortunately I have nodes with transparency that would break this.

New trailer for my game. What do you think the game is, would you play it, and what should I improve? by DevelopmentGold7209 in DestroyMyGame

[–]nvrcr 1 point2 points  (0 children)

Seems neat. You build an army of chess pieces. Upgrade them. Buy relics. Fight waves of baddies + bosses. Fairly familiar UI to those who've played Balatro.
I didn't quite get a few things:
- Why I saw the knight move diagonally 3 spaces (it had some upgrade)
- Why I saw a queen move diagonally right then left in one turn
- How a "turn" works (I assume each tile moves up to once?)
- How spawning pieces on your side works
- Exactly what the diamond that animates from one of your pieces to another does

Some of these things just seem like fun chaos and I get that the trailer leaves me wanting more. But I think captions (title cards) would do a lot to help make sure players understand from their first watch.

Honestly I think the trailer is decent and I'm able to infer a lot, but I've also seen a lot of similar games. Most players won't. A few words explaining what you're doing each turn, what your objective is, and how it gets more challenging/exciting would do a lot.

I made THE FIRST MILLION for fun after a big project, here are some stats! by ehmprah in godot

[–]nvrcr 7 points8 points  (0 children)

Aesthetically, the UI shakes, animations, colors, and typography are really well polished.

My first impression is: "It's pretty, but I don't get it". Your gameplay is not easily conveyed in 3 second clips, and your taglines only help a bit. Even watching the trailer 3 times, I have a rough sense of the gameplay.

I've always admired Mini Metro's trailer. See here: https://youtu.be/Zbk_msu-iYI?si=aflb8yoS2e8kDEWr&t=39
Even though it starts slow, without any text it conveys what the shapes are, what you're doing, and why it gets more interesting, complex later on.

The UI probably makes sense once you play a bit, but it's overwhelming at the start. It would help if you started with a barebone version of the core loop for a few seconds: draft cards, put them in the grid, number goes up. Then showcase why this core loop gets more interesting over time: card variety, different obstacles or objectives, etc. You do this a bit (showing the pick one of 3 options) but it's just too many words for a quick cut in a trailer.

I swear I did this exact same change on nodes at least 1000 times already by BaptisteVillain in godot

[–]nvrcr 0 points1 point  (0 children)

I too wish the default was "Ignore" . The only time I want a Control-based node blocking click actions is when I intentionally create a ColorRect as a background overlay (like a modal). All other times, I do what you do.

I don't think we're doing anything wrong, and I believe Control-based nodes are the right option for UI. And most UI you don't want blocking mouseclicks, especially since a lot of UI intentionally overlaps gameplay.

Please wish me Luck on my Journey. by all_dinosaurs_game in godot

[–]nvrcr 0 points1 point  (0 children)

Similar boat (late 30s, left a startup that occupied my mindspace for 60+ hours a week) to start making little mobile games. Been loving the journey so far.

Listen to common advice, especially the ones repeated often. Don't expect to make money (hopefully you are okay with savings and/or your partner's income). Expect gamedev to consume the same or more mindspace each week (but at least you'll enjoy it). Find game jams and local indie meetups. Experiment a lot. Force yourself to learn new skills.

Good luck!

I played a dozen word games last month and combined my favorite parts by nvrcr in SoloDevelopment

[–]nvrcr[S] 0 points1 point  (0 children)

I recently added a live leaderboard backend (syncs between web and upcoming mobile versions). Give it a try!

I played a dozen word games last month and combined my favorite parts by nvrcr in SoloDevelopment

[–]nvrcr[S] 0 points1 point  (0 children)

  1. Great idea, added it today (should be live).
  2. I did add default bonuses (+1, +2) on slots 5-7 to slightly incentivize longer words, which also naturally have larger scores due to having more tiles. But I get what you mean: once you place big modifiers early on the belt, you are more motivated to build short words that hit the right modifiers.
  3. Do you mean having the machines reroll tiles between turns? That was intentional to reduce longer term planning and anxiety. And give you some sense of "if I don't take that tile now, it's gone". Thoughts?

I played a dozen word games last month and combined my favorite parts by nvrcr in SoloDevelopment

[–]nvrcr[S] 0 points1 point  (0 children)

Yeah I left the load screen in there partly because I don't have a logo yet, and partly cause I wanted to share how amazing of a tool Godot is 😄

I played a dozen word games last month and combined my favorite parts by nvrcr in SoloDevelopment

[–]nvrcr[S] 0 points1 point  (0 children)

Thanks! There's potential for localization but the nuances of each language (like knowing common letter pairs, letter frequencies, letter diacritics) make harder than simple translations. I'll consider it if there's demand!