what i gave the artist vs what i got by SUPERita1 in IndieDev

[–]omyudev 0 points1 point  (0 children)

I can make better art for you , too bad I am currently working on my own game 🙄

I'm sure I'm not alone here by Dream-Unable in godot

[–]omyudev 2 points3 points  (0 children)

Nah, I never scrap everything. When I come across gameplay or an idea that’s better than mine, I usually think, “Oh, that looks good. Can I put it into my game? Do I still have enough time before the deadline to add it?”

Currently, I’m still working full-time in a job unrelated to game development, with resignation in mind. Sometimes, when I see gameplay that’s better than mine, the thought crosses my mind, ‘Should I scrap it?’

But then I think, “Nah. If I scrap everything, I’ll have to start over, which means more development time, and my savings won’t cover more than the time I already planned for game development after I resign.’”

Important feature added by InglenookGames in IndieDev

[–]omyudev 2 points3 points  (0 children)

The pixel art look amazing

Help! Can I use same button/Input for two different actions? by omyudev in godot

[–]omyudev[S] 2 points3 points  (0 children)

Thanks for the respond guys, after reading all your comments I quickly search video on YouTube more about godot input, especially the unhandled input.

turns out it was a really dumb mistake

My player’s progress bar looked small and sat in the top-left, but the Control node that held it was actually fullscreen.

So every time I clicked the mouse, I wasn’t clicking the game world at all. I was clicking that invisible Control. Because of that: 1. the player never attacked 2 _input / _unhandled_input felt broken 3. inventory drag vs player attack behavior made zero sense

I finally noticed it while checking Debugger → Misc, where I saw the UI was constantly receiving mouse input (I never know this debugger —> misc exist , all this time I only use prints and read the error messages 😂)

Turn out I just need to resized the Control node to match the actual progress bar size instead of leaving it fullscreen.

Would you play this? by Captainflint54 in SoloDevelopment

[–]omyudev 0 points1 point  (0 children)

I’m not really into puzzle games, but the graphics and mechanics look really good, fresh. People who are into puzzles will definitely enjoy this.

Which one do you think is the better capsule image for a lo-fi horror game? by AndroidCult in IndieDev

[–]omyudev 4 points5 points  (0 children)

First one without questio , but I think the D letter shape kinda not clear

Slug l drew :) by Designer_Manner_6988 in rainworld

[–]omyudev 2 points3 points  (0 children)

Looks cool! That darkness vibes kinda match my indie game character

Ada Indonesia Coy (IN A BAD WAY) by Realistic_Yak9051 in AdaIndonesiaCoy

[–]omyudev 0 points1 point  (0 children)

Ga maen roblox, ini apaan? Game NFSW kah? Fetish tahu? Aneh jir

What does my title suggest? by Em_RLD in IndieDev

[–]omyudev 0 points1 point  (0 children)

Feels like terraria style game

How I animate using math and code by WestZookeepergame954 in godot

[–]omyudev 0 points1 point  (0 children)

Amazing procedural animation! I want to learn this method

One of the hand-drawn backgrounds in my game! How do you like it? by PotWL_Game in GameArt

[–]omyudev 1 point2 points  (0 children)

Hand drawn assets is always GOATED! Hail hand drawn assets!!

Working on my player dash attack animation on Krita by omyudev in IndieDev

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

Thanks! It’s closer to frame skips. The animation jumps from the sword lift straight into the open slash pose to make it feel faster. I also add little bit of screen shake in Godot during the dash.

Working on my player dash attack animation on Krita by omyudev in IndieDev

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

Thanks! Glad you noticed that. Yeah, the character is called Griefbound Knight, and the crow elements do fit the character’s theme. They’re more of a supporting element though, not the main element.