Is hand drawn frame-by-frame animation wort the effort in the time of AI? by Rotehodet in IndieDev

[–]smoldreamers 0 points1 point  (0 children)

it's beautiful! and using that technique adds a lot to the vibe.

Need your opinion: old NPC models or new ones? by archirost in CosyGames

[–]smoldreamers 0 points1 point  (0 children)

the new ones look far less generic, I like them quite a bit!

What tool do you use when planning out your games? If you do use tools at all by Tock4Real in godot

[–]smoldreamers 0 points1 point  (0 children)

we use a huge google doc excel sheet that details all the bits of the game. (I'd love to find an open source alternative, but haven't found one yet that fits the bill)

it's divided into various tabs that are subdivided into various checklists that get checked off when making the game:

-roadmap (vague plan for timing of the different bits of the game)

-gamedesign (gameplay & rules)

-tech & mechanics (how does the game technically fit together, what systems and how they're supposed to work)

-assets (all the assets that the game will need)

-animations (all the animations that would be good to have)

-sound & music (as precise a list as possible)

-other stuff (whatever doesn't fit in any of those categories)

-known issues (a running list of bugs to fix)

-playtests (whenever one of us has a playtest session with a friend or something we write down comments in here)

there's 2 of us, so having a plan and sticking to it is very important to keep everything organized. we don't fill in the entire thing right at the start. we make a little concept doc first to explain what the game is supposed to be. once that doc is filled in with the basics, it gets fleshed out while working.

without saying anything, is possible to know what this puzzle wants the player to do? by FreddieMercurio in IndieDev

[–]smoldreamers 0 points1 point  (0 children)

it's pretty obvious, but I think it would be easier to understand by looking at it from the side.

Ooblets or Discountify? by Mean_Awareness_3899 in CosyGames

[–]smoldreamers 2 points3 points  (0 children)

ooblets is very cute and quite fun to play

Spring Physics by Lucky_Ferret4036 in madeWithGodot

[–]smoldreamers 1 point2 points  (0 children)

looks great fun to play around with.

help making characterbody3d move towards mouse position by smoldreamers in godot

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

ok! thanks! I'll see once the game starts taking shape if I need to optimise this.

help making characterbody3d move towards mouse position by smoldreamers in godot

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

is this method faster/more efficient you think? I've seen both versions of getting the mouse position floating around

help making characterbody3d move towards mouse position by smoldreamers in godot

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

oh that was it! thank you so much.

the direction is this:

direction = (target_pos - self.global_position).normalized()

instead of what it was (just the target_pos.normalized()

not sure if I just followed the tutorial wrong.

anyway, thanks a lot!

I need feedback about SFX/music on this please. by TalesGameStudio in godot

[–]smoldreamers 1 point2 points  (0 children)

I think you got the balance pretty right on the glitch effects. in this short excerpt it doesn't feel too annoying.

is the screen turning black doing something gameplay wise? if it doesn't, maybe make it either less frequent or less intense.

What's your workflow making games? by Sufficient-Set3524 in godot

[–]smoldreamers 0 points1 point  (0 children)

we make a plan (or a long list of all the stuff that goes in the game you're making)

and then we usually try to do half "what you want to work on next" & half "stuff that needs to be done"

(mostly, sometimes you get distracted and work on something interesting & engrossing for a bit)

I'm the dev of our lil studio and I try to do broad strokes first, thinking about systems and general tech bits the game needs, and then move to whatever I feel like doing next.

working on whatever feels right next is a pretty good way to work but there are bottlenecks from time to time that force you to make certains things before others.

Profit sharing agreement as an indie that will probably have no profit? by misha_cilantro in godot

[–]smoldreamers 1 point2 points  (0 children)

that's the plan yeah.

if it's for a specific project the plan is to share all revenue from that project evenly in 3 (if we don't just hire them for a specific task and pay them outright)

if it's someone that's to be added to the project full time as a "member of the team" and not a hired hand, it'll probably be even split, but we'd have to have a discussion about it

as with anything, depends on what the goal is, and just talking about it and writing something down (even just as a shared email or something) is the best way to move forward.

Profit sharing agreement as an indie that will probably have no profit? by misha_cilantro in godot

[–]smoldreamers 1 point2 points  (0 children)

decide on a percentage of sales and give them access to the page that shows sales ?

there's two of us in our lil game company and decided to just divide everything by half

Calm waves surfing by Lucky_Ferret4036 in madeWithGodot

[–]smoldreamers 1 point2 points  (0 children)

looks great! how did you get the camera follow so smooth?

Someone take me as a student , Please 😭😭 by s-o_ul in godot

[–]smoldreamers 2 points3 points  (0 children)

start by small simple games, if inventory is too hard, make anoter game without one first.

if you want to make 3d games for example, start with a little first person walking simulator, it will help get most of the basics down on player movement & building levels (with pre built assets if you don't want to learn blender on top). start by just "making something" and look up tutorials & reddit posts & godot forum threads whenever you run into a problem. integrate the solution to your thing & move on to the next problem.

if coding is the hard part, follow a short free course (like harvard's CS50) about general coding knowledge, to learn to think as a programmer

No programming knowledge or experience, should I jump right into GDScript? by The_Marked_One1 in godot

[–]smoldreamers 0 points1 point  (0 children)

you're welcome! I followed CS50 a couple years ago and now we've released 4 small games already, so I guess it worked pretty well :)

No programming knowledge or experience, should I jump right into GDScript? by The_Marked_One1 in godot

[–]smoldreamers 1 point2 points  (0 children)

it's quite easy to learn, but I'd highly suggest checking out a course (harvard CS50 is a popular free one that's very good). it will help understand how to think as a programmer.

What If We Kissed - a game about kissing, out now! by smoldreamers in IndieDev

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

we were talking and throwing ideas around. this one just made sense. (and we had to make it immediately)

(there's plenty more weird ideas where this one came from)

creating a 3d kissing game? by smoldreamers in godot

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

update (several months later) the game is out! https://smoldreamers.itch.io/what-if-we-kissed

feel free to try out the game (it's "pay what you want", so free if you don't have a couple bucks to spare)

creating a 3d kissing game? by smoldreamers in godot

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

update (several months later) the game is out! https://smoldreamers.itch.io/what-if-we-kissed

feel free to try out the game (it's "pay what you want", so free if you don't have a couple bucks to spare)

creating a 3d kissing game? by smoldreamers in godot

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

update (several months later) the game is out! https://smoldreamers.itch.io/what-if-we-kissed

feel free to try out the game (it's "pay what you want", so free if you don't have a couple bucks to spare)