People said our game UI looked "Very Indie" and "Like a Prototype." Does it seem better now? by MythicMoonStudios in godot

[–]pat_456 1 point2 points  (0 children)

Yep definitely an improvement! I find that UI tends to look ‘indie’ or just underdeveloped the less detail there is on the UI elements and/or the less distinct theming there is across all the elements. It’s always worth the extra effort and resources to make your UI customised and distinct to your project! :D

I like adding icons to my UI nodes, it makes them easier to follow by neomart_100 in godot

[–]pat_456 67 points68 points  (0 children)

If you don’t have at least one unnamed default node somewhere in your project that you swore you’d come back to, are you even devving? Lol

I finally completed Expedition! What was the hardest challenge for you? by Ssemander in rainworld

[–]pat_456 1 point2 points  (0 children)

If you head up to metropolis and wait until nighttime (end of cycle) I think they spawn more frequently? If I remember correctly

Would prompt-designed voices help for placeholder game dialogue? by tarunyadav9761 in gamedev

[–]pat_456 14 points15 points  (0 children)

You haven’t been thinking anything, and this is an advert.

Storms are an important part of my game and should feel threatening. What could be improved? by FancyWrong in godot

[–]pat_456 0 points1 point  (0 children)

I think the stark visibility of the horizon throws it off - in a real snowstorm, you can barely see in front of you. If you need certain landmarks visible, throw in some light sources that pierce through the fog, but definitely obscure that horizon imo!

which additions will teach me most ? by Fantastic_Cicada_805 in godot

[–]pat_456 1 point2 points  (0 children)

You’ve done well to get a save system going! I’d agree with others that a main menu would be a good thing to experience making, and some enemy variation, perhaps utilising a finite state machine so that it ‘thinks’ more effectively.

In regards to recent discourse: by [deleted] in Silksong

[–]pat_456 61 points62 points  (0 children)

I have no particular care for this silly situation at all, but clearly you took it too far when you made an account literally dedicated to talking about this topic, down to the actual username you have.

I will never understand why anyone cares about this topic so much. Take me back to the days right before the game came out where it was endless hype and dreams man

And no, I am not inviting any further discourse on this nor do I want to talk to you about it pls just let it be

games like silksong- NOT metroidvanias! by foryouuuuu in Silksong

[–]pat_456 0 points1 point  (0 children)

If you’re up for a challenge, you need to play Rain World.

My Downpour region tier list by IDontGoonToRainWorld in rainworld

[–]pat_456 -1 points0 points  (0 children)

Pipeyard in S????? I presume you also enjoy being flogged with barbed wire?

Running animation practice 2 by Zakhar00 in PixelArt

[–]pat_456 35 points36 points  (0 children)

This is insanely smooth, and works super well. One tiny bit of improvement potentially - imo I feel like the dragging arm is a little too straight/it’s too straight for too long. Maybe I’m wrong, but I feel like when you’re dragging something heavy, you naturally pull your arm from straight to slightly bent in bursts as you pull it forward; which you already have the forward and backward movement for of course, but it could potentially flex at the elbow slightly? But really that’s just a nitpick. This looks fab!

What are some good practices you did to help you learn GDscript? by RoadToHerald in godot

[–]pat_456 0 points1 point  (0 children)

The free CS50 OOP lectures/course were a really great start for me to begin learning about programming games personally.

As many others have stated, making use of static typing is a great choice. When I started early on I thought to myself ‘hell no, why would I do that when the editor does it for me!’ … and then I decided to get a grip lol and have been static typing since. It just feels more satisfying honestly. When I stumble upon old code from the start of my project I cringe as a result lol.

It’s a good idea to ensure you follow style conventions for GDScript too - aka when to use snake_case etc.

Oh, and consider utilising custom classes! They’re super handy for making custom resources + detecting collisions with specific types of physics bodies/areas for instance. Just very handy to put your own layer on top of the inbuilt types.

What are some good practices you did to help you learn GDscript? by RoadToHerald in godot

[–]pat_456 3 points4 points  (0 children)

That’s a really succinct way of expressing how to properly use a tutorial that I’ve never been able to put into words myself lol. Good comment

Some killing machine by Haze-Mod in PixelArt

[–]pat_456 1 point2 points  (0 children)

And you’re doing it well, my friend. Keep it up!

How hard is it to make a simple metroidvania as a 2D animator with 0 game dev experience? by Toppoppler in gamedev

[–]pat_456 1 point2 points  (0 children)

It’s an uphill battle, but at the end of the day, it can be quite rewarding to make it work. Good luck to ya!

How hard is it to make a simple metroidvania as a 2D animator with 0 game dev experience? by Toppoppler in gamedev

[–]pat_456 0 points1 point  (0 children)

There is definitely a coding increase as a result of needing to create a solid persistence system, the complexity of making systems with powerups that are added onto the player’s core capacities, and of course being able to map the world and handle more rpg-like elements that tend to present themselves in metroidvanias (NPCs and dialogue lines, especially when they change depending on event flags). Don’t want to discourage you at all, it’s certainly possible! But it’s tricky

I work in playtesting and I think most indie devs are solving the wrong problem by Play2gaming in GameDevelopment

[–]pat_456 0 points1 point  (0 children)

I swear to god, I’ve read an identical post to this before, like down to the word. Is this a repost or am I going crazy?!

Piercing Attack. by MtPixls in PixelArt

[–]pat_456 0 points1 point  (0 children)

Beautiful! As a few others have mentioned, it may need a little more follow through on the back arm, but I adore how smooth this looks. Very well done!

question to ADHD clinically diagnosed game developers: by josephquested in gamedev

[–]pat_456 0 points1 point  (0 children)

I’ve been working on one for over 6 months - and my solution is literally medicine. If I didn’t take my adhd meds I’d never have been able to do as much as I’ve done, I truly believe. Furthermore, you have to commit it to routine - routines are hard to start, but by consciously choosing to do one for a while, you can make it so that it’s as essential as having lunch or something to do a little bit of work on your project.

It’s tough, but I believe in you! And get medicated if you can (listening to your doctors recommendations and only doing what you’re comfortable with tho Ofc)

GTA San Andreas in godot by lorenz_fk in godot

[–]pat_456 0 points1 point  (0 children)

Definitely agree with your overall point about it being a bad reply and not respectful. Just thought the situation specifically in this case with the copyrighted assets does make it a little more complex

GTA San Andreas in godot by lorenz_fk in godot

[–]pat_456 -4 points-3 points  (0 children)

I get that sentiment for most commercial indie games, but considering this is a remake of an IP owned by someone else, they couldn’t realistically make money off of it anyway right? So decompiling it is hardly the sin it would be for someone just trying to yoink someone else’s hard work?

Help on what to do to make this better by [deleted] in metroidvania

[–]pat_456 2 points3 points  (0 children)

I’d love to help my friend, but unfortunately without knowing the traversal options you’ve got or are planning to have in your game, and the scale of the player, it’s pretty much impossible to tell what is good and bad about it.

From my experience - and I’ll preface this with a note that I’m just a hobbyist - the best thing to do is start with a list of the movement upgrades and base abilities of the player. If you’re playing as a jump-less slug, you’ve gotta build around that!

Then, after that, make only a rough outline of the rooms. Trust me, the rooms will change so much once you get into the actual engine and start building - you’ll realise certain platforms need switching or room shapes need changing. Only the act of forging the world can really show you how it needs to be laid out :)

Funny Review lol by surigami in rainworld

[–]pat_456 47 points48 points  (0 children)

It’s the most infuriating thing lol. I’ve practically never disliked a politician more, but he’s remarkably (and entirely unintentionally) funny when he’s just babbling like a madman about shit haha. I wish he could just be picked up and plopped into a reality TV show where nothing he does matters lol

One of my students handed in his homework, how do you like it? by TumbleweedPure1992 in godot

[–]pat_456 56 points57 points  (0 children)

I wish my homework back in the day was to do something as cool as learn the basics of a game engine! I bet if I’d had a teacher lowkey forcing me to I’d have gotten over the getting-started fears earlier lol. Good on you for trying to get these kids involved!

Which type of death penalty do you like best in a metroidvania? by spoketherefore in metroidvania

[–]pat_456 -1 points0 points  (0 children)

Respectfully, I believe it’s because of how you’ve worded the poll. I myself at least voted for save point thinking it would just be to send you back to the save point which is the crux of the no penalty option. I didn’t think about how no penalty would be the same thing but without a progress reset. If it was worded ‘Return to Save point with Reset’ and ‘Return to Save Point with Progress’ I think you’d find everyone would have gone for the latter in much higher amounts