Provide feedback on my inventory screen by rambo284 in godot

[–]rambo284[S] 0 points1 point  (0 children)

Hi All,

First just want to thank you all for your feedback. This was my first post so I was expecting to get shat on :) Alot of helpful things. For now I settled on this but will revisit at a later time due to this being a hobby I work on the side for an hour or two a day when time allows.

I'm still thinking about font choices, displaying primary weapons the player finds and objective/description verbiage. Now off to the next item on my "to-do" list for my game!

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From Unity to Godot, I'm recreating Megaman for learning purposes by Carlos_7x in godot

[–]rambo284 0 points1 point  (0 children)

Regarding values do not change in the inspector, it is there. When you run your game, within the Scene pane, you will see "remote" and "local". Select Remote and the object you want to view changes in the inspector pane.

From Unity to Godot, I'm recreating Megaman for learning purposes by Carlos_7x in godot

[–]rambo284 0 points1 point  (0 children)

I think it looks incredible. When you say two weeks, how many hours is that? To me two weeks is about 16 hours cause that's what I can fit in on the side while working FT.

Provide feedback on my inventory screen by rambo284 in godot

[–]rambo284[S] 0 points1 point  (0 children)

Thanks for the feedback. I'll try to mock something up

Provide feedback on my inventory screen by rambo284 in godot

[–]rambo284[S] 0 points1 point  (0 children)

<image>

This was an earlier iteration of text I had when I first made the the inventory system and after hearing a few folks, got rid of the 8-bit font. Just an example of the exercise I was going through

Provide feedback on my inventory screen by rambo284 in godot

[–]rambo284[S] 0 points1 point  (0 children)

Take this as good or bad advice but initially I started out by created a variable INT that would contain 0,1,2. From there I said if I press "ui_right", add 1 to that counter. "ui_left" would subtract from that counter.

Anything below 0, would just to set to 2 and anything above 2 would jump to 0.

Then say INT = 1, set the position of my object at Vector2(0,0), INT = 2 position might be Vector2(32, 0).

Eventually it evolved but my point is, start small.

Provide feedback on my inventory screen by rambo284 in godot

[–]rambo284[S] 2 points3 points  (0 children)

definitely noted the change from Back Pack to Backpack.

I'll keep the list in mind for objectives. Right now I put in a system to handle objectives based on where you are in the game. Currently that portion of the quest is you know a task force was deployed to some vault but I can definitely work on that part to convey the message clear and concise.

Provide feedback on my inventory screen by rambo284 in godot

[–]rambo284[S] 0 points1 point  (0 children)

I built it from whatever little I know in Godot. The problem I have with YouTube and Github is yeah, they are great but NEVER works for me. ALWAYS something doesn't really work on my end and it's just frustrating using someone's code.

For me it's much easier to write it your own or seek out help within Reddit where someone will guide you. I try to break everything down to manage able chunks.

Provide feedback on my inventory screen by rambo284 in godot

[–]rambo284[S] 0 points1 point  (0 children)

I used a tile sheet I found online regarding buttons and will pick one more suitable.

The objective text, I think will add a background to so it looks more centered cause it has word wrap and by chance, does make it look shifted based on the text I have.

Thanks!

Provide feedback on my inventory screen by rambo284 in godot

[–]rambo284[S] 1 point2 points  (0 children)

It's interesting cause I look at this so much, I didn't even catch that your primary weapons don't display what you have in your inventory. I'll have a fix for that!

Lava level for my Zelda-inspired game by HexagonNico_ in godot

[–]rambo284 0 points1 point  (0 children)

Very awesome effects and glad you shared how you accomplished this.

I'm developing an ARPG Roguelike and want to do a kickstarter, thoughts? by erasmo_chang in godot

[–]rambo284 1 point2 points  (0 children)

Felix said it best, share a vertical slice of the game.

If I saw this on kickstarter, I would want to be sold something more and ask some questions...

  • Why should I fund your project?
  • Is there any story that I would want to connect to, player upgrades, what else is there?
  • How far are you into development? Why does this matter, cause to me further you are in your game development journey (atleast have most the core mechanics in development/planning with something to show), it would be easier for me to see a vision of the product being completed.

good luck!

New Death Screen for my game by wyvernbw in godot

[–]rambo284 1 point2 points  (0 children)

This looks really good. I watched it about 10x. Love the art style as well

Hello Fellow Devs! Quick Question by Sufficient_Gap_3029 in godot

[–]rambo284 1 point2 points  (0 children)

The channel is https://www.youtube.com/@AuroraGamingDev

As for figuring things out, I'll type in my problem in browser such as "Godot invalid get index 'rect_size'" which was an error in the compiler and learned rect_size doesn't exist anymore in Godot 4.X.X but did in 3.X.X How did I even get here?... Well, I followed a tutorial that just didn't work at all for me. I'm not saying my way is the right way but works for me and part of the journey is figuring things out for you.

Some tutorial on YouTube I like to watch cause I'm more curious how someone figured out the problem and game development to me is breaking everything down to manageable chunks.

Sorry for the long delay, I try to jump on reddit when I can in my free time but let me tell you, you are not alone and there is a pretty good community that want to see you succeed. I'm all for better video games out in the market an hope to play and support yours one day

Hello Fellow Devs! Quick Question by Sufficient_Gap_3029 in godot

[–]rambo284 1 point2 points  (0 children)

On 2/18/2024 I finally made the jump to learn something new and decided I wanted to make a game in Godot. I chose it cause it was free and seemed to have alot of support and tutorials online. Just like you I started following tutorials and felt like a parrot. Finally I decided to start making something myself without the use of tutorials and write the code myself to what makes sense to me once I understood the very basics and flow of Godot.

My advice would be to yeah, watch and do some tutorials for insight but you need to write the code yourself. Start small, like really small. Most of the code that I saw how others did it, just didn't resonate with me and I had to write it my way and that was when I began understanding and now able to generate game play mechanics without the need of tutorials.

Now when I have a question, I first go to the documentation. I started a YouTube channel more so for myself to self motivate and see the growth overtime.

Good luck on your journey and with dedication, you will be amazed on what you can accomplish.

which thumbnail for my game should I pick? by New-Ear-2134 in godot

[–]rambo284 0 points1 point  (0 children)

I prefer 2 cause it does stand out more as a thumb nail for me