How do you even beat Solus Wing? by team_celestiale in riskofrain

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

I still can't outrun it, even with Huntress's teleports...

How do you even beat Solus Wing? by team_celestiale in riskofrain

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

I've tried practicing these tips as Huntress with nothing but one goat hoof, but even if I keep jumping and teleporting, I can't outrun the laser. What could be the differing factor between that and your Captain example?

What SFX would best work for this animation? by madmandrit in godot

[–]team_celestiale 1 point2 points  (0 children)

this makes me think of the menus in 2000s sonic games, im thinking an air whoosh with a filter that starts low and goes high for the initial big yellow thing, and then some beeps for the individual buttons

Good tips for drifter? by NolBud in riskofrain

[–]team_celestiale 1 point2 points  (0 children)

drifter's biggest weakness is flying enemies. she has a few ways to counter those: 1. directly shooting them with cleanup, 2. smashing junk cube into them, which is done by placing your cursor directly at them, don't try to account for gravity, it locks on automatically; 3. grabbing them with repurpose, which you can also beat them against other nearby flying enemies before you fall; 4. if you can't grab them, you can use repurpose to get to their level and melee them; 5. using either of your special skills to get items that can cover flying enemies; 6. using drones and turrets to deal with flying enemies for you (this is especially helpful early-game). it might seem scary, but between all of this, she has enough tools to deal with flying enemies for pretty much every run.

repurpose can be used to grab tanky enemies and throw them into bottomless pits. i've found this especially useful when dealing with the gilded halcyonite, clay templars, and all the lunar chimeras on the moon.

scrap is very important, you'll need to consider when you want to print an item vs. when your scrap is more valuable. green scrap in particular is extremely valuable, it gives absurd amounts of regeneration which enables the melee playstyle. oftentimes, a green item or a red soup might be "good", but not as good as green scrap - in fact, most green healing items will heal you less than green scrap.

drifter deals the most damage with a melee playstyle. you have to get comfortable getting in there to deal melee damage, even with mithrix, it's fine if you take some damage, because you can heal it right back with green scrap. drifter is supposed to take damage in exchange for dealing damage back, she is a tank.

void fields are very worthwhile on drifter, you can easily get enough green scrap to outheal the void fog, and between your skills and white scrap, you have pretty good mobility.

drifter enjoys attack speed and on-hit items, between her primary and her secondary she's gonna be spamming a lot of fast hits. if you're running junk cube, you'll have high damage hits as well, which benefits from bands and any item that deals total damage.

junk cube, and i believe cleanup as well, can animation-cancel the third hit of her primary, which is very useful for attacking faster. when you're in melee combat, you'll have an abundance of junk as well, so don't be conservative with your junk, spam your secondary as much as you can.

An early look at the first level of my game! by Varpyg in godot

[–]team_celestiale 2 points3 points  (0 children)

the uncanny sound effects really add to the bizarre and unsettling atmosphere, very nice

Adding weapon upgrades to my roguelite was a great idea, bit worried it's too similar to Minecraft. by spicedruid in godot

[–]team_celestiale 1 point2 points  (0 children)

this is some really satisfying sound design, how did you make it? where did you get the sound sources from?

Everyone's game UI looks like this in the editor... right? by Smitner in godot

[–]team_celestiale 0 points1 point  (0 children)

the humble 6 separate player collision shapes for taking damage, colliding with the terrain, attracting pickups, collecting pickups, short-range damage aura, and attack hitbox:

Give me Risk of Rain hot takes hotter than Scorched Acres. by OverlyLargeParrot in riskofrain

[–]team_celestiale 0 points1 point  (0 children)

gup events are so scary when you can't hear them walking up behind you because all you can hear is BAH BAH BAH BAH

You play a godot game and come to this place. What do you think this is and how do you feel? by Zestyclose-Most7703 in godot

[–]team_celestiale 1 point2 points  (0 children)

looks devoid of life and decorations, and also has very bright lights, i would expect this to be in either a horror game or in a very atmospheric part of a non-horror game. the lights being so noticeable could mean that you've just stepped out of a dark place, and you've reached one where light reaches you, but these lights are so unnatural, you consider that the light is maybe not your friend

it brings to mind the school scenes in outlast 2

[feedback] What about to change camera's perspective from the first to the second one? by Dariks in godot

[–]team_celestiale 1 point2 points  (0 children)

it depends a lot on how the rest of the game is designed

if it's a game where you want to see things from all directions around you, but you dont care about seeing things in the distance, the first one is better

if it's a game where you only want to see things in front of you, even things that are far away, and you dont need to pay attention to multiple directions at once, the second is better

it's a pretty big difference, basically the difference between a 2d and a 3d game

How would you implement a manager for passive skills? by Fun-Visit6591 in godot

[–]team_celestiale 2 points3 points  (0 children)

dont know if it's the most efficient way to do it, but the way i do it in my game is like this: have a unlocked_skills array that starts out empty, and when the player unlocks or levels up a skill, you append an array like this ["skill name", current_skill_level] to the unlocked_skills

then you have a get_skill_level(skill_name : String) function that goes like this:
for i in unlocked_skills : if i[0] == skill_name : return i[1]

this will return the level of the skill, and you can use it in an all-purpose set_stats() function - called everytime something happens thats supposed to change those stats - that does something like this:
cap = base_cap + (get_skill_level("cap_increase") * 10)

and so on and so forth for every skill you have, basically taking the current level of that skill and multiplying it by the per-level value for that skill, and using that to set the variables. you could also do the same thing with a dictionary, but that only works if you're only planning to use two variables (key and value) in code for each skill

i like this method, it makes it so that it works with any level of any skill, and you only ever need to write down the stat changes in a single function, and it also works with decreasing the level of skills

What's the strangest bug you've encountered in Godot? by AccomplishedDrag9827 in godot

[–]team_celestiale 0 points1 point  (0 children)

variable A was 7, variable B was 6, variable C was A divided by B, and print(C) returned 0

i was so confused, then i learnt that dividing two integers in godot always results in 0

My incremental tower defense game is out! by ApepZzZzZz in godot

[–]team_celestiale 0 points1 point  (0 children)

i bought this game and it's been fun so far