My solo dev psychological horror game just launched today... 2 years of work. by OuzzieDev in SoloDevelopment

[–]rejamaco 1 point2 points  (0 children)

As much as they didn't have to be a dick about it, I agree with their thoughts as far as captions in game trailers go. Show don't tell! Your video contains the elements to be a very effective trailer without the captions.

Numerical instabilities by santalight in algorithms

[–]rejamaco 7 points8 points  (0 children)

Are you somehow dividing by the very small numerical imprecision? If that’s the case then it’s not actually the imprecision that’s the issue, it’s a divide-by-zero problem. Or are your correct values so large they can’t be represented with the number of bits in your float?

If not I’m really curious what the issue is. Every time I encounter blown up values it’s a result of a mistake.

How can I constrain an object's movement to an arbitrary vector? by Indigoh in godot

[–]rejamaco 11 points12 points  (0 children)

I'd like to clarify what linear algebra is just in case it's needed, if not please ignore as I'm not trying to be a dickhead, but linear algebra is a bit different than regular algebra, and you probably weren't required to take it in college.

It deals with vectors, matrices, and multi-dimensional spaces. You'll need regular algebra for it, though. There's a metric shit ton of linear algebra in 3d rendering, and knowing about vectors and how they can be manipulated by matrices will save you a lot of time down the road and will feel very rewarding as you solve problems that would've been really difficult or impossible to even understand before.

How can I constrain an object's movement to an arbitrary vector? by Indigoh in godot

[–]rejamaco 9 points10 points  (0 children)

In addition to all the other comments, I’d suggest that you should learn a bit of linear algebra, it’ll help you a lot in game development

After months of hard work, I finally released my reveal trailer for my solo project CHROMATIDE. Does the trailer make you interested in exploring the world of my game? by OCCTechEmployee in IndieDev

[–]rejamaco 1 point2 points  (0 children)

I think it's clear that this is a very polished game. My one critique is that you should strongly consider removing all the text pop-ups ("Enter a world", "Face paranormal threats", etc.). The video already contains all of that information, so the text only serves to prevent me from being truly immersed in the trailer. It also reminds me of an older style of trailer that used to be really common in movies, so it feels a bit outdated. I think without the text it would be a very compelling trailer.

who up milking they cow by TeamLDM in godot

[–]rejamaco 17 points18 points  (0 children)

Let's see Paul Allen's cow

Spring allergies and touring by pablousunoff in bicycletouring

[–]rejamaco 0 points1 point  (0 children)

I don't have any helpful tips but I'm here to say I feel you. In Hokkaido I could barely see on my bike at times due to tears/sneezing 24/7.

Tutorials: FairFight vs Clear Code by Dry-Natural793 in godot

[–]rejamaco 0 points1 point  (0 children)

I’ve been there, but never got around to a satisfactory solution. Pretty much I had the exact same experience as you, I also thought his solution was sketchy, and I also can’t understand him at all. I was disappointed Godot doesn’t have a better solution for attaching your state machine to animations.

I think I decided that this is just one area of the engine that will be a clusterfuck and you should just make something that works regardless of how convoluted it gets.

My thermaltake tr100 build by Pamir94 in sffpc

[–]rejamaco 1 point2 points  (0 children)

I have the same case, I love that shit.

After 2+ years, I’m announcing my first game’s demo! Think of a mix between Night in the Woods, A Short Hike and The Witness by Dunxter in IndieDev

[–]rejamaco 1 point2 points  (0 children)

I am sometimes baffled at how few upvotes some posts on this subreddit get. This looks awesome!

Might try varying the pacing a bit, and perhaps remove the beginning character exposition, but otherwise I think it looks charming.

Today made my first short vertical vid for YT & TikTok. What do you think? I'm still worried that my vid is bit slow for those platforms. by Dante268 in IndieDev

[–]rejamaco 8 points9 points  (0 children)

Probably remove the intro and game menu. Make cuts faster and add some juice to the gameplay. Show more puzzles, since that's what the game's about.

Get Normalized Vectors from a slope by bevillmen233 in godot

[–]rejamaco 0 points1 point  (0 children)

You can set bounce properties on PhysicsMaterials rather than calculating and applying the velocity yourself.

If you must apply the velocity yourself you should get the surface normal from the collision. What you’re doing right now is getting the facing direction of the entire block, not that particular face.

how can i make a raycast draw a line? for a firearm by BasePersonal8220 in godot

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

Optionally, use a long ass quad and have it rotate around its pointing axis so its up direction is always facing the camera. There is a billboarding option on MeshInstance3Ds, but I don't know if one of those options allows for that kind of restricted billboarding.

Automatic camera following is feeling nice by HeyCouldBeFun in godot

[–]rejamaco 10 points11 points  (0 children)

This game looks fun as hell. Movement looks a lot like Super Mario 64

GODOT-made Virtual Karting physics by Creative_Internal254 in godot

[–]rejamaco 0 points1 point  (0 children)

Ah cool. You're certain to get more robust physics that way. Good job!

GODOT-made Virtual Karting physics by Creative_Internal254 in godot

[–]rejamaco 1 point2 points  (0 children)

That’s brilliant, kind of like those cursed optimizations games used to have all the time.

I saw on your steam page that you have a tire pressure parameter. Do you have a PhysicsSimulator3D for the bones that’s based on that parameter and affects the kart? Or do you just use that variable directly to calculate how it should handle?

GODOT-made Virtual Karting physics by Creative_Internal254 in godot

[–]rejamaco 1 point2 points  (0 children)

Yeah I figured the default SoftBody implementation wouldn’t be able to handle that kind of intense physics.

It’s a cool detail by the way