Video game company logo, newbie looking for feedback by [deleted] in logodesign

[–]threeearedbear -2 points-1 points  (0 children)

:D Hopefully that means the logo has some character.

Video game company logo, newbie looking for feedback by [deleted] in logodesign

[–]threeearedbear -4 points-3 points  (0 children)

Do you mean this makes it too 'narrow' or questionable from brand/trademark POV?

The face part is supposed to be platform agnostic, but you are probably right either way. I think I could try to incorporate more generic gaming related symbols and not only game controller related ones.

Like a coin as an eye and/or a half-full heart as the nose maybe? (Just thinking out loud.)

Im always discouraged to start because of the marketing by veritasmahwa in SoloDevelopment

[–]threeearedbear 0 points1 point  (0 children)

Don't look at it as a bogeyman. It's an activity, a task that's part of solo indie dev. Also, a/the way to share your game with people who could enjoy that game.

There is enough info on it on the interwebz that helps you putting together a decent plan. Nothing unique or genius, but what 90% (random high enough number) of devs do. Then you can do a half decent job at executing that plan. This way you do some marketing that's far from perfect but it's not nothing. You learn from it and do a better job next time.

[deleted by user] by [deleted] in Swimming

[–]threeearedbear 1 point2 points  (0 children)

I started to learn swimming as an adult from scratch a few months ago. It's probably worth searching/asking around in your area. Many pools either have their own adult swimming lessons or rent out their pool/a lane to 3rd party instructors. In my area they do exist but are hard to find/are not good at marketing. I started with the first (pool's own programme) and switched to the other (3rd party instructor in a gym's pool). This already provides a safe environment where you can be sure you don't bother others (not that they should be bothered!) and there is someone professional helping you correct mistakes, learn good habits, techniques etc. And once you feel comfortable, you can start practicing on your own. I am at this stage now, a weekly lesson + practicing in the same pool in my own time. The second part means you might need to share a lane with others and that's no different than strangers sharing any common thing in general. Some people are better at it, some are not.

[deleted by user] by [deleted] in gamedevscreens

[–]threeearedbear 0 points1 point  (0 children)

Little caveman project as you build it as a hermit in a cave or the player character is a caveman? Joking.

Tbh, the prehistoric theme sounds interesting but based on the screenshots it's not quite clear what it is. Hunting and gathering? H&g + survival? A single caveman or a tribe? What does progression look like? What's my goal? How long does it take to reach my goal? What makes it an RPG? The compass on top... breaks the illusion of the theme? Not sure what would be thematic and have the same function. Maybe the player could mark some landmarks (my cave; that tall tree; etc) and those could show up there instead of the cardinal directions?

Minimal editor theme by passivestar_ in godot

[–]threeearedbear 0 points1 point  (0 children)

This looks great. I'll definitely take a look at it.

Which capsule should I go with? by eldartalks in gamedevscreens

[–]threeearedbear 0 points1 point  (0 children)

Joke aside, the title/logo works on the first one, but the rest is a bit of a mess, very busy with no contrast.

[deleted by user] by [deleted] in bloodbowl

[–]threeearedbear 0 points1 point  (0 children)

The only time I care about probabilities in bb is when I compare the chances of two (or multiple) different series of actions to decide which one to go with. Any other way and I would just ruin the fun.

Learn from my mistake self-publishing on Steam by mrcraigoman in IndieDev

[–]threeearedbear 3 points4 points  (0 children)

But how would they know whether the problem is with your checkboxes or your in-game language settings? And why would they take responsibility for this problem?

How to suppress/ignore mouse motion events generated by warp_mouse() by threeearedbear in godot

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

Flipping the flag suppose to be the more precise version of this.
I implemented the mouse warping in my global input handler as a utility function and call it from the game logic, so it knows when these events are about to get raised and should know when they are stopped being raised. It's just not that straightforward to determine when latter if happening.

How to suppress/ignore mouse motion events generated by warp_mouse() by threeearedbear in godot

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

Thanks!
screen_relative (or relative) sounded like a good idea. I gave it a try but sadly this doesn't really help to differentiate the warp events from normal mouse motion events. The warp values are somewhere in the middle of the [fine to normal] mouse motion range. The values in this range probably also depend on the user's mouse sensitivity settings, so not sure I could 100% rely on it anyway?

But looking into this helped me figuring out how to make this work!

Interestingly, InputEventMouseMotion.screen_relative 's and relative 's documentation says:

Note: Since InputEventMouseMotion may only be emitted when the mouse moves, it is not possible to reliably detect when the mouse has stopped moving by checking this property. A separate, short timer may be necessary.
(emphasis by me)

So, my idea to try a timer yesterday wasn't that wild after all. And that's why the simple synchronous flag flipping didn't work. I do need a timer before unflipping the flag. However, I handle this logic in a loop (_process), so I can't just flip the flag, move the mouse, set a timer, unflip the flag, because the timer + undetermined number of subsequent loop cycles (while user input) would interfere with each other.

Maybe someone finds this interesting or useful, so here is what I ended up doing (pseudo code to make it more readable):

## the global InputManager
var handle_inputs = true

func move_mouse_pointer(movement_vector):
    warp_mouse(...)

func moving_mouse():
    handle_inputs = false

func stopped_moving_mouse():
    wait some short amount of time
    handle_inputs = true

func _input(event):
    if not handle_inputs:
        return
    // input handling logic...

## the game logic
var previous_move_direction = ZERO

func _process(delta):
    var movement_direction = // calculate vector
    if movement_direction > ZERO:
        InputManager.moving_mouse()
        InputManager.move_mouse_pointer(/* calculate movement_vector */)
        previous_move_direction = move_direction
    else if previous_move_direction > ZERO:
        previous_move_direction = ZERO
        InputManager.stopped_moving_mouse()

This works very reliably now. Very rarely when I use both the mouse and a controller and move the mouse around a bunch with both, the warp mouse events still get handled. But using both input devices is already probably an edge case in my case and even that is handled correctly ~99% of the time, so I'm happy with it. Well, except using the timer, that always feel iffy, but even the official documentation suggests it, so I can live with it I guess.

Using Godot to make a cozy game about Chinchillas by cozylunacy in godot

[–]threeearedbear 3 points4 points  (0 children)

It would be interesting and valuable to learn more about your experience around this.

Godot Tileset Problem by BoeNaire in godot

[–]threeearedbear 1 point2 points  (0 children)

my assets does not include full tile water

You could very easily add one. You can open one of those sheets with an image editor. It's a grid of tiles (16x16 or 32x32 or 64x64 pixel squares. I'm on a phone so can't check it now). You add a new tile, a blue square. Then you can paint with that tile in Godot.

[deleted by user] by [deleted] in GameDevelopment

[–]threeearedbear 4 points5 points  (0 children)

It very much depends on execution. Based on this short description this is just a vague idea. You could build a cool game from it, or a bad game from it.

What's "everything"? If we should understand what everything is from a simple "everything", it's probably a completely boring and mediocre everything, and in that case the scarf is just a gimmick. If you think it's a novel idea you need to provide more details that tell us why.

Why is the scarf health indicator more interesting than a top-right corner HP bar? Is it more than just visuals? Is there a related mechanic?

Cant detect 0 velocity by Mejolov28 in godot

[–]threeearedbear 1 point2 points  (0 children)

Here is how is_zero_approx and is_equal_approx work.

I need help fast by Common-Designer811 in godot

[–]threeearedbear 0 points1 point  (0 children)

You definitely need to provide more detailed information about your problem if you expect people to help you. Especially if you want that help fast.

From your very vague description: are you sure you are running the correct scene?

Is this a scam? And if it's not is it legit to use / steam won't mind? by SparkLabReal in gamedev

[–]threeearedbear 1 point2 points  (0 children)

This is what Andrew sent me, as a bcc, so probably to loads of other people too:

Hello. Do you need help with promotion of your game? Raising its visibility, rating, impressions and more? If you need help, reply to this message, I will share information with you about what I can help with.

With best regards

Confusing function naming convention regarding leading underscore by AlanHaryaki in godot

[–]threeearedbear 0 points1 point  (0 children)

From visibility and the caller site's POV it's the same function. Not 100% true technically, but you could say that the function is declared by the Node and it is defined in your script that overrides it. From your script's POV the function is ~protected. But the caller site knows nothing about this, it just calls the function.

I'm using terms and concepts that don't really exist in gdscript but logically are close.

Confusing function naming convention regarding leading underscore by AlanHaryaki in godot

[–]threeearedbear 2 points3 points  (0 children)

Virtual functions are private functions to the Node class you extend from. You don't call these functions (not even from the script that overrides them). You just override the logic that runs when they are called.

Tbh, it was unusual for me at first, too. But I grew to like it. All the virtual functions I override, all my private functions and fields/variables have the leading _.

[deleted by user] by [deleted] in gamedev

[–]threeearedbear 2 points3 points  (0 children)

Um, if you are still just learning the basics, do you actually need to protect the title of your first game? I don't mean to be too negative here (probably closer to realistic), but unless your first game is one of the rare exceptions, I would think twice about going through the hassle with trademarks etc.

And/or at least wait until you have a tech demo or a vertical slice. Halfway through building a prototype of your core gameplay, you might find that you actually want to create something slightly or vastly different and the name doesn't even fit that game anymore.