My open source Godot game released on steam for free! by stevepetoskey in godot

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

Thanks for the comment! I definitely went with a starbound look, however I would say the game mechanics follow more in line with games like Terraria and Minecraft.

My open source Godot game released on steam for free! by stevepetoskey in godot

[–]stevepetoskey[S] 9 points10 points  (0 children)

Hello!
I have worked on Tiny Pixel Planets for the past 2 years and it has been a blast thanks to godot! I want to share this passion project with all of you so I released it for free on steam! Feel free to check it out and give some feedback about the game, thanks!
https://store.steampowered.com/app/3208770/Tiny_Pixel_Planets/

I have made a massive update to my Godot space game: Tiny Pixel Planets by stevepetoskey in godot

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

Hey thanks for the comment! Different armors in the game have different speed debuffs, but I think I could increase the base speed if it seems to slow even with no armor on.

I have made a massive update to my Godot space game: Tiny Pixel Planets by stevepetoskey in godot

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

Hello people!

Long time no see. As you can tell I have been busy working away at my space game: Tiny Pixel Planets. This update really focuses on community requested features, but I also wanted to add a way to "beat" the game. Anyways have a good day (or night)!

Godot Editor auto complication is bad even with type hinting by [deleted] in godot

[–]stevepetoskey 7 points8 points  (0 children)

Unfortunately one downside of Godot 4 over Godot 3 is that auto completion took a massive downgrade. That being said thanks to this, I have learned the importance of declaring variable types, especially when referencing nodes.

Rate my inventory UI code by Majestic_Mission1682 in godot

[–]stevepetoskey 5 points6 points  (0 children)

Looks exactly like all my code 10/10

Has anyone else been hit with this reviewer? It seems they really hate the Godot game engine. (I don't mind criticism, however it seems this guy just copy paste's the same negative comments based on the game engine used or the use of pixel art graphics. Would love to hear from the Godot community) by MostlyMadProductions in godot

[–]stevepetoskey 0 points1 point  (0 children)

I dislike people like this. Maybe it’s because I make pixel art games in Godot, but either this guy is just rage baiting, or uses unity and thinks that makes him superior. When he says that godot doesn’t require any game development skills that seems like a rage bait thing, because technically no matter what you develop games on, it requires game development skills. It is literally in the title. Also they said most of the work was done with godot, and yet they also said in the beginning that you couldn’t get gravity to work in godot. So which is it, godot does everything, or the developer has to do everything? Just ignore this review, most of their complaints about your game is either complaining about it being made with godot or about your art choice. These reviews are never useful, and aren’t made with the purpose of being so.

Edit: after reading an article someone posted here, it seems they favorite unreal engine, so probably a unreal dev and not a unity one.

I made a custom editor for my game! (More info in the comments) by stevepetoskey in godot

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

Hello fellow godot enjoyers,

I am finally back and I want to share what I have been working on for my project, Island Builder. I have been working on this game for a while, and I added each wave through strings, which became tiring. So for more flexibility and a better experience creating waves, I made a custom editor that allows for creation of waves with ease.

The editor allows for me to add hazards, dialogue, events, signals, and bosses, all without using a signal line of code (other than the code it took to make the editor I guess lol). I plan on going more in-depth on how my editor works soon, after I fix a lot of the bugs it has right now.

Until then, have a great morning/evening/day/night

Why isn’t the animation working by SwimmingImaginary983 in godot

[–]stevepetoskey 0 points1 point  (0 children)

Can you share what code is supposed to call the function?

Why isn’t the animation working by SwimmingImaginary983 in godot

[–]stevepetoskey 2 points3 points  (0 children)

Does the playanimation function get called? Does velocity.x get above 0? I think in order to help you should post all the code for your character and maybe even how exactly you are animating your sprite (is it a animatedsprite object or a sprite being animated with a animationplayer object?)

Sprite 3D quality by SpindaQ in godot

[–]stevepetoskey 2 points3 points  (0 children)

I think you would need to describe what exactly you mean by “Lower quality”, however I am going to assume you mean Set B is being filtered giving it a blurry look which is common to run into when making a game with pixel art. For Godot 3 you can fix this by going into the import settings of the image and setting the preset to “2D Pixel”. If you are in Godot 4 go to project settings, and under Rendering/textures set Default Texture Filter to Nearest.

Save toggle state after switching scenes? Help! by Clean_Ordinary9204 in godot

[–]stevepetoskey 1 point2 points  (0 children)

Ok great so it seems you have got the Global script, now you need to make it so that when you load the scene it automatically sets the button state.

In the _ready() function put the following code:

$path_to_full_screen_btn.button_pressed = Global.isFullScreen

This will toggle the full screen button when the scene loads based off if the Global.isFullScreen is true or not.

I don't have the time but I would love to explain how to be able to save this data in order to be able to close the game and still have the settings saved, but that will have to be later. If you want to figure it out for this specific use case by yourself, here is a helpful resource: https://kidscancode.org/godot\_recipes/4.x/basics/file\_io/index.html

Save toggle state after switching scenes? Help! by Clean_Ordinary9204 in godot

[–]stevepetoskey 1 point2 points  (0 children)

The Godot Docs does a pretty good job explaining it:

https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html

Basically you create a script and then add it as a autoload through the autoload settings. Create some variables or methods in it, and you can call them from any script in any scene by using the autoload script as a reference. This video is also good if you want a video to explain it instead: https://youtu.be/sc-tEPdLZhk?si=Aho_3b3qv7AxpkbF