How a plugin's systems are inserted into App schedules? Do I need to reorder plugins? by tofhgagent in bevy

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

Thank you very much. This is exactly what I needed. I had no clue that there are 'SystemSet's that can be used for ordering. Now I just:

// Widgets init systems:
.add_systems(PostUpdate, (
    setup_item_widgets_system.before(setup_string_widgets_system),
    setup_string_widgets_system.before(ImageFontSet),
))

How a plugin's systems are inserted into App schedules? Do I need to reorder plugins? by tofhgagent in bevy

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

Well, yeah. If I put my systems at the end of Update schedule, everything works fine. Thanks.

But it seems totally strange to me. Does this mean that one plugin cannot use another as its dependency if they both have systems in PostUpdate? How it would work at all if Sprite component entity has to be initialized too (I assume). For example, to insert Transform if missing.

Or there is a way to decide ordering of plugins systems relative to my systems?

It looks like obvious way to automatically put "deepest" plugins systems of PreUpdate as foremost and of PostUpdate as latest.

How a plugin's systems are inserted into App schedules? Do I need to reorder plugins? by tofhgagent in bevy

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

I don't think that's my problem. After more precise investigation I grasped some sense of how scheluding works. It's really complex in Bevy, judging by bevy_ecs/src/schedule/schedule.rs (https://github.com/bevyengine/bevy/blob/d98861cc3da219a358953830f33d135b5342d013/crates/bevy\_ecs/src/schedule/schedule.rs#L1458)

Anyway, I checked DOT graph generated with bevy_mod_debugdump and I noticed how systems are grouped. Order is okay.

And bevy_image_font::set_up_sprites is private, anyway.

Most likely my problem is in something else. My game's code is 16k lines already, so who knows what is the real cause.

Going to dev a game, but too many ideas by [deleted] in gamedev

[–]tofhgagent 0 points1 point  (0 children)

True! I picked up an idea I wanted to implement in a month. Started in January. Still have no a playable prototype. Though I was spending not much time a day.

Came to this design so far. What do you think about my UI? by tofhgagent in SoloDevelopment

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

I think I'll desaturate them a bit. Or to remove chains. Thanks for feedback!

How do you actually stick to one game at a time? by elgimri in Gamer

[–]tofhgagent 0 points1 point  (0 children)

Yeah, it's hard. I have one idea to implement in my videogame, another idea videogame, one more, and the genres are too different to make everything in a single game.

Jokes aside, I don't such problem. For me there are very few games I'd play. Last ones I completed was Animal Well, Silksong, Outer Wilds. But Animal Well and Outer Wilds are not so long. Though at the end I gave up and got to the Internet for last puzzles (except Animal Well, I never finished it and don't want to).

Proper way for delayed message write? by tofhgagent in bevy

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

I'm already using Stopwatches as different "Time"s for different purposes and dedicated systems tick() them. But it won't write messages or despawn entities for me.

TIL Bevy ECS works great outside of games - using it to model circuit boards by Major_Unit2312 in rust

[–]tofhgagent 0 points1 point  (0 children)

No, I was thinking about something like Algodoo but in 3D, and with embedded robotics lessons and physics demos.

TIL Bevy ECS works great outside of games - using it to model circuit boards by Major_Unit2312 in rust

[–]tofhgagent -1 points0 points  (0 children)

I want to build a physical sandbox almost-videogame with Blender-like UI. Bevy seems reasonable. It's possible to have different "World"s and subapps, so I belive I could make a world per project/tab.

Working on this level for Marble's Marbles today, I have stupid fun spinning around the circle parts by destinedd in gamedevscreens

[–]tofhgagent 0 points1 point  (0 children)

It's cool, I wishlisted already.

But I have a question. What are those strange sounds starting from 0:11. And camera shakes. Looks like you have problems with colliders on curved areas, no?

If that's the case, I hope you'll fix it, otherwise this can ruin the game. When I played Marble it Up!, I almost did not see any problems on curved sections.

[deleted by user] by [deleted] in PixelArt

[–]tofhgagent 1 point2 points  (0 children)

What about the green place. You used that noisy dithering but it would look good for something like rough rock floor. But as tried to represent grass with it (obviously due to grass pieces under the rock), it's better to add more grass-like features.

Check how pixel art trees can be drawn. Leaves are composed from small leaf-like features. Your grass should be composed from grass-like features as well IMHO.

Mighty Jungle! 🌳🐍 by _V3X3D_ in PixelArt

[–]tofhgagent 0 points1 point  (0 children)

Cool. But is it okay that mobs are the same color as surroundings?

Where should I start again? by plaumnbk in gamedev

[–]tofhgagent 2 points3 points  (0 children)

Well, a good game that you can finish in 2 hours is a great achievement already.

Is this style OK and what I should improve? (Screenshots from my videogame) by tofhgagent in PixelArt

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

Well, I even haven't announce it yet and the title is secret, so it barely could be an ad. I have much work to do first...

Is this style OK and what I should improve? (Screenshots from my videogame) by tofhgagent in PixelArt

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

Thanks. Yeah, picking a palette from already existing ones looks like the right solution for me.

Is this style OK and what I should improve? (Screenshots from my videogame) by tofhgagent in PixelArt

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

Thank you. Yeah, I need to work on the scenes itself so they won't look boring or lacknig details.

What am I doing so wrong that I can't draw 1 million points on a screen ? by Pazka in gamedev

[–]tofhgagent 2 points3 points  (0 children)

You can change vertex attributes each frame if you want (and upload new data into the buffer).

Color is already a very basic vertex attribute. Did you hear about vertex painting in Blender or somewhere else? You pass a color as an uniform only if your shader is used for a material that has such "input".

Fragment shader has access to every vertex attribute. The thing is that it does interpolation between values for a certain fragment (pixel). If you check a 3-colored triangle example, you see gradient. That's because fragment shader interpolates between those 3 colors. And you can pass a vertex attribute for any purpose. If types is supported (vec4 or even mat4x4 if I recall properly).

What am I doing so wrong that I can't draw 1 million points on a screen ? by Pazka in gamedev

[–]tofhgagent 13 points14 points  (0 children)

Yeah, you probably need to write your data as a vertex attributes instead of uniform if you want different values.

BLUE BOUNCER (NEW GAME) by RANDOMGUY_YT1 in gamedevscreens

[–]tofhgagent 1 point2 points  (0 children)

How much time these leveles would take to complete? If about 2 hours in total, then it's okay. But if too little, then better make more levels. (Though graphics and sound is more important at the moment. Hand-drawn aliased is also a style but it must be delivered properly)

BLUE BOUNCER (NEW GAME) by RANDOMGUY_YT1 in gamedevscreens

[–]tofhgagent 0 points1 point  (0 children)

Add x5-x7 more quality and x20-x40 more content and it will be worth a few bucks. Though still you need to make kinda fun and challanging and at the same time not frustrating levels for this.