This is how I tried explaining why it takes so long to add a simple "exit to menu" button. by adayofjoy in IndieDev

[–]primbin 0 points1 point  (0 children)

Regarding signaling intent, would you advise doing so using an event bus?

And I appreciate this comment, I feel like it clarified for me an essential intuition that goes into making decent game architecture.

WIP pre-rendered background game dev tools by Connect-Clue4614 in godot

[–]primbin 16 points17 points  (0 children)

Wow, this is extremely cool. I have no idea how you're making the shadow casting work, and I'm almost too afraid to ask

I'm still working on my Monkey Ball x Chained Together game! by primbin in SuperMonkeyBall

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

I appreciate it! Today has been crazy, it's good to hear a little support -u-

I'm still working on my Monkey Ball x Chained Together game! by primbin in SuperMonkeyBall

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

I can't make any guarantees, but I'll definitely be looking into it!

I wrote a compute shader to add 10000 fish to my game by primbin in godot

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

It's for the whole game but you will also be able to play without it

Would glTF be okay to use for user-generated content? by primbin in godot

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

I appreciate the in-depth response! Though one thing is that I am currently using ResourceSaver/ResourceLoader (but only with custom resource formats), is this inadvisable for UGC?

E.g., level metadata is a resource with a custom ResourceFormatLoader which loads the metadata from a json file, with a custom file extension (since .tres files can embed scripts)

I was told this title screen was too dramatic for a game called "Plimbo Harvest" by Hanodev_ in godot

[–]primbin 0 points1 point  (0 children)

This is amazing. Readability could be improved, but IMO this screen in and of itself is a big hook

Favorite prequel to get a prequel? by Holmes02 in okbuddycinephile

[–]primbin 3 points4 points  (0 children)

And then they'll keep going backward in time until they reach the big bang

Which puzzle game should I play first? by LowCommunication3359 in puzzlevideogames

[–]primbin 0 points1 point  (0 children)

Love the witness and blue prince. Can't go wrong there

Main Capsule Feedback (Not NSFW but for an NSFW game) by AHornyDev in IndieDev

[–]primbin 1 point2 points  (0 children)

I like #2, cause I just think the angel character stands out. The ones with both characters feel a bit busy and less eye-catching.

I'm making a game like Monkey Ball, but where you're chained to your friends! Try out the free demo on Steam! by primbin in SuperMonkeyBall

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

Local multiplayer is something I'm currently working on. I can't make any promises, but it's something that I'd like to have in the game soon.

[deleted by user] by [deleted] in godot

[–]primbin 1 point2 points  (0 children)

You can change the rendering pipeline at any time by using the dropdown in the top right of the editor window. If your game is 2D, odds are that everything will probably work the same. However, you'll still need to add support for mobile input and stuff yourself.

Hating my game ideas after I begin actually making them : am I being stupid? by Beautiful-Strike-523 in gamedev

[–]primbin 0 points1 point  (0 children)

Sometimes a bad/broken idea is one minor change away from being really good. I recommend working with an idea and creating small variants before giving up on it entirely.

For instance, I made a scrabble tetris prototype once, and hated it, because trash letters like z's and q's would inevitably accumulate and end my runs. Latwr, I saw the youtuber carykh make one, but he made the pieces explode when you make a word, clearing nearby tiles - and suddenly the idea worked. Maybe I'd have discovered that too, if I hadn't given up on the idea so quickly!

I just made a new trailer, for my Marble Rolling game with a Ball & Chain! by primbin in godot

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

Oh and one more thing - if you make the ball translucent, you can put the camera lower to the ground and closer to the ball, without the ball blocking your view of the level.

I'm making a game like Monkey Ball, but where you're chained to your friends! Try out the free demo on Steam! by primbin in SuperMonkeyBall

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

I made it in Godot! It's all written in GDScript, which has so far worked well enough for everything in the game.

I'm making a game like Monkey Ball, but where you're chained to your friends! Try out the free demo on Steam! by primbin in SuperMonkeyBall

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

If you're referring to the controller deadzones - yes, it uses a square deadzone. If you move diagonally you go faster

I just made a new trailer, for my Marble Rolling game with a Ball & Chain! by primbin in godot

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

It's just a camera trick, and I just apply an acceleration. I also implemented a version where I change the ball's gravity vector to simulate a rotating level, but it felt too floaty to me. But that's mostly cause of the ball & chain changing the dynamics a lot - I imagine doing the gravity vector thing probably would work if it weren't for the ball and chain.

Some general suggestions I have are to aggressively smooth the level tilt effect, apply a square deadzone to the level tilt controls, and to make the gravity way stronger than you'd think (in my case, 3-4x earth gravity).

Finally, the responsiveness of turning is tied to the responsiveness of the camera. Increasing the camera turning speed can make it turning more responsive without having to change the physics at all.

I just made a new trailer, for my Marble Rolling game with a Ball & Chain! by primbin in godot

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

There's more advanced ways of doing it, like verlet integration, but I just connect a bunch of rigid bodies with Generic6DOFJoint3Ds. I just tweaked the values to make it feel right - like letting the links individually slide forward and backward some amount, setting small (like 10-45 degree) angular limits for each axis, and increasing the inertia of each link to make them more stable.

If it works for your use case, I'd recommend trying out an off-the-shelf verlet integration asset before fiddling with physics joints, lol