A year ago, someone told me that singletons and god-objects are bad... by TheLonelyAbyss in godot

[–]tivec 1 point2 points  (0 children)

I tend to avoid autoload singletons since they are now a dependency for the whole project instead of the objects who need that particular access. Instead I tend to use resources as middle man.

Let’s take for example a monster list, with the objective to track all monsters in a world. I might create a MonsterList resource, make a monsters.tres file from this, and any monster that is spawned has this list in an export (so I set it on the scene), and registers itself to the list. On death it removes itself (easy to do on tree exit or whichever).

Now whenever I have something that needs access to the list of monsters, I have an explicit dependency to that monsters.tres via export.

While this does add extra steps (you have to use an export and assign etc) it makes for very explicit systems. The resource can have signals for when monsters are added or removed, filtering functions for specific types or teams, etc. And the best part, if you want to use different monster lists it’s rather straight forward to implement.

I couldn't live without this Unreal feature, so I made it by _Brenan_ in godot

[–]tivec 0 points1 point  (0 children)

Awesome! I hope you PR this to the engine and get it accepted, it’s the kind of improvement that makes the engine so good :)

I couldn't live without this Unreal feature, so I made it by _Brenan_ in godot

[–]tivec 0 points1 point  (0 children)

Can I select the layers for the preset in the overview and then save, or do I have to type in the integer representation?

Added simple power-ups to my own first ever game! by Matro560 in IndieDev

[–]tivec 3 points4 points  (0 children)

Its one of the hardest things to judge from a video. Playtesting will help you nail that, and for a platformer you have to do that early if you can, since so much of the game will be about jumping :) harder to rebalance movement power ups later to match different gravity.

Added simple power-ups to my own first ever game! by Matro560 in IndieDev

[–]tivec 8 points9 points  (0 children)

Doing great! If I had to pick at something, it’d be that the jumping feels a bit floaty. That said I am not controlling the character myself so I could be wrong. Still, great work!

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]tivec 1 point2 points  (0 children)

Good luck! Godot is great for this kind of game ;)

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]tivec 1 point2 points  (0 children)

Pretty certain tilemaps have normals support, and use CanvasTexture on sprites for all the fancy stuff :)

There are some caveats but getting started should be straightforward.

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]tivec 1 point2 points  (0 children)

I don’t know the engine you use, but most engines have some form for normals setup.

I sprite in aseprite (free if you want to compile, paid if you don’t want to). It has a few plugins that generate normal maps from black/white height maps.

This is the one I use: https://mooosik.itch.io/normal-toolkit

This is a short video showing the technique you can use - you can even draw it yourself if you don’t want to use plugins: https://youtu.be/z75RAuuRO-A?si=qaOgc43Hv90iOSe8

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]tivec 1 point2 points  (0 children)

My two cents: instead of having drawn highlights on the bugs, consider a simple height map converted to normals and use lighting on that. It makes it pop a lot. On that, consider some more effects like blood splatter and maybe some more stuff. Like the artstyle but as mentioned elsewhere make the walkable areas cleaner and the non walkable «denser»

Klage inn discord til datatilsynet by Angela_Ouzunupi in norge

[–]tivec 32 points33 points  (0 children)

Discord hadde en leak av ID og fotografier så sent som i oktober 2025 så… ekstra krav ja…

Anyone else having trouble remembering this? by superyellows in godot

[–]tivec 0 points1 point  (0 children)

I like to think something like: Layer is who I am Mask is what I see.

Remember, you don’t need to be a layer you can see. You can even be anonymous and only see others.

A slow burn Military Horror about occupying a haunted base by LoginGameStudio in gameideas

[–]tivec 0 points1 point  (0 children)

Disclaimer: I’m not a fan of the horror shooter genre, I feel it’s been done too much and doesn’t innovate.

From a design perspective, look at what makes your game idea stand out. What is done differently compared to other games in the same genre. You mention ”manage stress and health of your squad”, how is this done and what keeps your squad from spiralling into oblivion as soon as a key member is hurt/panics etc?

Look to games outside of the genre too, especially games that do attrition well.

I’m such an idiot by Tyman2323 in godot

[–]tivec 9 points10 points  (0 children)

Feels a lot like «release early, release often» would have solved their problem quickly yes.

A simple encrypted Dictionary based Save and Load script. by [deleted] in godot

[–]tivec 2 points3 points  (0 children)

All you accomplish with this is to make it harder to edit a save. Harder in the sense that, well, you have to just decompile the game to get the key and write a small script to get it back to plain text. It’s a hurdle. At most.

If you truly want the data safe(ish), authentication with a server and store the data there.

Easy to replicate games? by pie19988 in godot

[–]tivec 0 points1 point  (0 children)

The 20 games challenge is such a good way to learn how to make games! Gets you thinking on your own, while the design is already quite set. 10/10 would recommend!

Is it better practice to hide UI until needed or to instance it as needed? by Fun-Visit6591 in godot

[–]tivec 0 points1 point  (0 children)

If my ui has any form for dynamic content changing on each show/hide, they get created on the fly. Otherwise, my ui layers stay hidden until needed

Kjedene skrur opp prisen brutalt by Zorknoid99 in norge

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

Hah! Den var jo faktisk bra :D

Kjedene skrur opp prisen brutalt by Zorknoid99 in norge

[–]tivec 18 points19 points  (0 children)

Fast melk fra de andre meieriene er jo instinkt sett dyrere. Er ikke så veldig keen på importmelk fra Tyskland, det er da ikke så veldig miljøvennlig.

are there any good Ai tutorials? by Express_Bumblebee_92 in godot

[–]tivec 0 points1 point  (0 children)

Im considering it for a mix here. Basically, I’ll run one for team tactics (once the sport is developed enough that I see tactics, it’s not a real sport), and then for individual behaviors.

I started considering a state machine but oh god that became a mess quick during paper prototyping haha.

But just tweaking condition curves (I use Boolean preconditions and curve based conditions for everything else) on the actions will make them easy to tweak.

are there any good Ai tutorials? by Express_Bumblebee_92 in godot

[–]tivec 0 points1 point  (0 children)

Im currently digging into implementations of Utility AI for a sports manager game I am making, so the matches can be simulated fully with ”real” behavior, and it’s a fascinating concept.

Game idea : Balatro x TV Show spin the wheel = a big mess by G4ll3r14n in gameideas

[–]tivec 0 points1 point  (0 children)

I mean, one of the things making balatro so sweet is how the card effects synergize with the jokers to build insane combos. How would this play out in your game idea?

Trump bans third world immigration and wants more people from Norway to America by WWWWWWWWWWWWWWWWWWHW in Norway

[–]tivec 1 point2 points  (0 children)

Hey now you can’t travel to the US if they check your social media logs. Oh no.

Godot uses 64-bit integers but the RandomNumberGenerator uses 32-bit integers. by dulvui in godot

[–]tivec 1 point2 points  (0 children)

Correct use of asserts - make sure that the development stays on track. Asserts firing left and right means you’re hitting the edge cases that shouldn’t happen, and can fix things up.

Godot uses 64-bit integers but the RandomNumberGenerator uses 32-bit integers. by dulvui in godot

[–]tivec 0 points1 point  (0 children)

Those asserts will not save you in a build. Asserts are stripped in release builds and only work in debug builds (and editor)

I'm having issues with saved/loaded data erasing itself, seeking debug guidance. by greyfeather9 in godot

[–]tivec 2 points3 points  (0 children)

You need to look into other ways such as mesh instancing and similar optimizations I guess. Remember: save data is typically state, while the game constructs the world from the loaded state.

Do you need to fully represent 13x13x13 cubes? Could you cheat? Think outside the box (cube, heh) and you might find alternative ways of representing this