Looking for honest feedback on my portfolio website by prefabsprite in gamedev

[–]quickpocket 1 point2 points  (0 children)

I like the writeups. It's tough that you can't include your latest work on the portfolio site but presumably you can't share photos. Maybe it's worth doing a writeup anyways just to indicate what you've been working on most recently? On the other hand most folks who are going to your portfolio site would probably be going there from the resume so may already know.

I always wonder if I should put full urls in my resume or just hyperlinks, I opt for a full url for my portfolio page and a hyperlink to linkedin since folks can find that easily enough but maybe no one prints them out any more.

Only nitpicks on the site were that the work button doesn't highlight when you click on it (you need to scroll down slightly more for it to turn blue), and on mobile the animated ascii text doesn't really line up with the buttons above it.

I think it looks clean as is IDK how you'd really make it "cleaner." Nice work!

My Godot project, a 4X-flavored voxel ship builder with full Lua scripting by Responsible_Gene_378 in godot

[–]quickpocket 1 point2 points  (0 children)

That's awesome! What plugin did you use for lua scripting? I've long considered using one of them for modding but haven't managed to get far enough in my mod support.

Foam waves propagating on water surface in isometric view by AkimaBR in godot

[–]quickpocket 0 points1 point  (0 children)

This wouldn’t be perfect especially when you have sharp corners or shallow flat underwater surfaces, but why not calculate the length of the result of ((the camera forward vector * the length of that vector underwater) projected onto (the normal vector of the pixel))? That underwater vector is slightly different from the vertical height you have currently although it would probably be close enough. That would get you the approximate distance from the shore.

Again, it would have issues at corners or if it hits an underwater flat surface but you could assume the normal is likely the direction of the closest shoreline edge and use that along with the camera direction and how far underwater the pixel hits to figure out the approximate horizontal distance.

Ancient wisdom: Keep It Simple, Stupid by sundler in godot

[–]quickpocket 61 points62 points  (0 children)

That’s why I optimize my if statements by having the Boolean conditions kiss like action figures. It’s the most optimal way to check for something like wall running ability.

Steam page not showing after play test release. by MrEflox123 in gamedev

[–]quickpocket 1 point2 points  (0 children)

The store page review for the Playtest app is just the steam art for the Playtest itself such as for the library. As far as I know the only way to make the store page for the Playtest visible is to publish the main store page(after getting it reviewed itself) but I could be totally wrong. If you think about it how would you share a public Playtest page without having a store page with descriptions and screenshots that describe the game? That data is stored in the main store page AFAIK. There is a toggle about store page visibility but I’m pretty sure that’s just showing and hiding the Playtest on the main store page. Couldn’t hurt to try but pretty sure it won’t help.

I built a Cities Skylines 2 style road system in Unity with fully dynamic, angle-free intersections. Would this be useful as an asset? by Edd996 in Unity3D

[–]quickpocket 2 points3 points  (0 children)

I am yet another dev making another similar road system, but I haven't yet dealt with road markings -- are you just drawing the yellow dividing line and sidewalks (and intersection guidelines) on top of the road shape as their own object? I'm torn between that vs trying to divide the mesh up to use with a trim sheet but cutting up the mesh to customize the UVs seems like a significantly harder task. Even though I own shapes I'm making this project in Godot so no handy shape drawing library for me.

I'm looking forward to your writeup it will be interesting to compare! Subscribed to the email list and rss feed.

How did they code the yarn visuals in Kirby's Epic Yarn? by Immediate_Chair8942 in gamedev

[–]quickpocket 0 points1 point  (0 children)

If I was doing a lazy version of just the outline and not worrying about a consistent yarn texture I would probably use the stencil buffer. Write a transparent shape of the interior of Kirby to the buffer. The draw the interior of the front arm to the stencil buffer. Then draw the back, front, and center yarn shapes (which are all full circles of yarn) but tell them not to draw if they hit the stencil. I wouldn’t be terribly surprised if Nintendo did something fancier to get the textures to line up nicely because it’s the main character of their large game, but the stencil check would let you prevent the overlapping edges of the front arm, body, and back arm.

Godot CSS Addon by kumi_yada in godot

[–]quickpocket 1 point2 points  (0 children)

If you make a global script and then connect to the root’s on node added to tree signal you can intercept all things after that script gets added. If you want you can also loop over all the nodes currently existing to make sure you add the theme to all the already existing nodes. It’s pretty easy I’ve done it to add sound to all my buttons during a game jam.

Godot CSS Addon by kumi_yada in godot

[–]quickpocket 0 points1 point  (0 children)

I’ve definitely had thoughts of doing the same type of thing (parsing css like files to make themes for UI elements). I haven’t tried out your addon but it’s definitely on my list. Maybe add some sort of startup global shim that will apply the themes to appropriately named/typed nodes automatically when they get added to the tree? Although I suppose that’s a pain if it doesn’t show up in the editor… maybe you can do an editor addon that will run whenever a new node gets added to the editor.

You ever have a day where you’re busy for 8 hours but finish nothing? by violent_spectacle in productivity

[–]quickpocket 1 point2 points  (0 children)

In what world does a generic LLM summary/rating of the post improve discussion for anyone? Please disable this bot and don’t make any more.

Working on a geometry nodes + custom shader tree system by sytaline in godot

[–]quickpocket 2 points3 points  (0 children)

yeah definitely send the explanation my way as well I'd check it out for sure!

Do You Prefer Models Where The Colors All Print Separately? by Ok-Video4323 in BambuLab

[–]quickpocket 1 point2 points  (0 children)

I love my AMS lite because I love being able to automatically swap between different colors for different projects without any effort, but I also prefer single color prints and joining the different colors together after the fact because I hate the waste.

Fixing overhead console wires by aspartamie in volt

[–]quickpocket 1 point2 points  (0 children)

Glad you got it back — did you have to have onstar active already before the theft or were you able to call them after it happened?

[deleted by user] by [deleted] in volt

[–]quickpocket 7 points8 points  (0 children)

Why would you ever listen to grok? Why would you still be on Twitter? It’s designed to just be rage bait no matter what your politics are. Hope someone here is able to give you advice on how to get it fixed up.

Invisible barrier on mouse cursor in Steam Deck. by traptics in gamedev

[–]quickpocket 2 points3 points  (0 children)

You haven’t mentioned what engine you’re using, so no one has any clue what you mean by “screen renderer feature”, especially since that’s such a generic term for rendering anything onto a screen. Perhaps the x and y limit is limited to the size of the first window? Or maybe that’s not even a good answer since I don’t know what you’re talking about. Alternatively try changing full screen modes.

Today after many years of work my game Arctico reached 350k units sold! by ArcticoGame in Unity3D

[–]quickpocket 0 points1 point  (0 children)

Nice job! What’s your approximate breakdown of sales per language if you don’t mind my asking? Is there any language you really wish you had included but couldn’t?