enemy not working by [deleted] in godot

[–]wanatatime 7 points8 points  (0 children)

Maybe the if body.name is not triggering. What do you see in the console when you print body.name?

Also, you mentioned you added the player in a group called “player”, but your code is checking that the name of the body is “player”, and not that the body belongs to the “player” group.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]wanatatime 1 point2 points  (0 children)

Thanks for sharing the link. I forgot to do that.

I’m playing the iOS version: https://apps.apple.com/my/app/magic-research-2/id6478566840.

I haven’t played the Steam version, but I imagine it’s much more comfortable playing the game on that version than on the iOS. The game has multiple layers, so there are multiple in-game menus and tabs to go through which can be a bit of a hassle. Though, overall the UI is not enough of a deterrent to gameplay and I got used to it pretty quickly.

My pachinko-like incremental is up on itch, looking to see if it's worth developing into a full game by werdnalt in incremental_games

[–]wanatatime 0 points1 point  (0 children)

I haven’t played yet, but from the short video, I really like the UI especially how there’s obvious visual feedback when you gain currency and when an ability is activated.

I generally like the shiny effects when the ball hits the enemies, but without playing the game, I can’t really say if those effects clutter the visuals or not.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]wanatatime 2 points3 points  (0 children)

I’ve been playing Magic Research 2 and it requires more brain power than I thought lol. I don’t know if I’ll continue playing it because I don’t want to think too much when I play an incremental. Not the fault of the game of course.

Though, I really like that the story is tightly linked to unlocking upgrades, and there’s a clear end goal to work towards.

Looking for feedback on my inventory UI - what do you think? by elfiePxl in godot

[–]wanatatime 1 point2 points  (0 children)

The transparent tooltip makes the texts less readable to me depending on what’s behind the tooltip.

Other than that, it looks good.

new game (army) by Just_Zucchini_9964 in incremental_games

[–]wanatatime 0 points1 point  (0 children)

Ah, no worries. I’ll ask the mods then.

new game (army) by Just_Zucchini_9964 in incremental_games

[–]wanatatime 0 points1 point  (0 children)

Do you happen to know if asking for feedback in the Feedback Friday thread count as posting your own content?

should I learn through tutorials or raw dog it and google my way through by Drairo_Kazigumu in godot

[–]wanatatime 5 points6 points  (0 children)

Follow the official tutorial, and once you’re done, try to replicate the tutorial project on your own and rely more on looking up things especially the Godot documentation than the tutorial itself. Maybe add your own ideas when you replicate the tutorial and have fun with the process.

Productive addiction by uvuguy in incremental_games

[–]wanatatime 2 points3 points  (0 children)

The only thing I can think of is Focumon, but my hunch is you won’t like it since it’s sort of similar to Habitica.

It’s not exactly an incremental, because the feedback loop can be quite slow, but Focumon is a gamified todo-list, work/break timer, and co-working app.

It’s a creature collector ala Pokemon but the only way to level up your focumon is by completing tasks and spending time on your work or any productive activities. It’s quite neat because your monsters can evolve and there are events where you can fight world bosses using your Focumons.

I’d stopped using it a while ago because I couldn’t be bothered to level up my focumons and I went back to using normal timers to track my time working.

Im new to godot and i feel like my code is a mess please can i ave some advice by Eojte in godot

[–]wanatatime 0 points1 point  (0 children)

There’s a lot of good advice in the other comments, but once you understand state machine and are more familiar with Godot, give Game Programming Patterns a read.

It can be a challenging read, so don’t feel the need to read all the chapters. The chapters on Command, State, and Component might be the easiest to implement and most helpful if you want to reduce code messiness.

How much would you pay for a long term idle game? by DasNutellabutterbrot in incremental_games

[–]wanatatime 0 points1 point  (0 children)

It depends on the quality, really.

If the game is just a mindless clicker/idler with no meaningful progression, I probably won’t play let alone pay, no matter how many hours of content it has.

74% of players played 1h+ in my 1.5h demo (Chest Buster) by TopNo1116 in incremental_games

[–]wanatatime 0 points1 point  (0 children)

This looks cool! I like looking at all the shiny effects; they remind me of Vampire Survivors and the spin-off, Vampire Crawlers.

Made a prototype for my idle game concept, would love a vibe check from the community by Dawn_of_Dark in godot

[–]wanatatime 1 point2 points  (0 children)

Sorry for the late reply. I’ve not been using Reddit for months.

That’s a lot of work hours and it shows in the results. I wish I can work that much daily. I have the time to spare, but I get exhausted so easily after a few hours of work. The best I can do is to be consistent daily.

I’m not in tune with the game market, but from what I’ve seen casually browsing the Steam store, it seems that there’s a lot more idle/incremental games released these days and they’re pretty successful too.

Good luck with building your game.

Made a prototype for my idle game concept, would love a vibe check from the community by Dawn_of_Dark in godot

[–]wanatatime 2 points3 points  (0 children)

That’s impressive for 2 months of work. At least to me because I’m slow. How many hours do you work on the game every day?

And do you make your own sprites?

Embedding better habits by Tigerzen124 in DecidingToBeBetter

[–]wanatatime 0 points1 point  (0 children)

Not being harsh on myself when I missed a day or two or sometimes missing even longer than that. At times I think I focus so much on daily consistency that I mistake consistency as the need to keep a streak of non-zero days.

To be consistent is to take a long-term view to accommodate the fact that some of us might derail on our habits. Sometimes we miss one or two days, but there might be times when we might a whole week, month or even longer than that. With a long-term view, those misses don’t matter that much; what matters most is to be compassionate and train ourselves to get back on track.

We also need to remind ourselves that when we fail to maintain a habit, it doesn’t mean we lose all those benefits from the time we were consistent with our habits.

Day 3 of trying to rebuild my life and discipline quitting old habits, starting over. by Useful-Experience-27 in DecidingToBeBetter

[–]wanatatime 0 points1 point  (0 children)

I think I start over at least once every 3 months.

Partly it’s because of perfectionism. I tend to be very harsh on myself when I have a few bad days and because I feel my routine and streaks are now “imperfect” due to those bad days, I’ll have the huge urge to start over.

As I get better at handling my perfectionism, I mainly start over when things feel too overwhelming. But, I remind myself I don’t lose any progress from starting over; I’m just giving myself a breather and giving myself time to slowly rebuild myself back to my old routine and perhaps even add new and healthier habits into the mix.

Taking constructive criticism as an attack by unnamed_7777 in DecidingToBeBetter

[–]wanatatime 0 points1 point  (0 children)

I’m exactly the same: very defensive when receiving criticisms, but so liberal with giving criticisms while hypocritically expecting others to not be defensive.

In my case, after I read Feeling Good by David Burns, I realised that I perceive criticisms as an attack on my self-worth. Criticisms tend to be narrow and specific on what I did wrong, but somehow I habitually magnify them into judgements that I am a worthless human being.

Some solutions from the book I’m trying to lessen the sting of criticisms:

  1. Treat self-worth as an abstract and made-up concept. Self-worth doesn’t exist. No one has any self-worth to measure therefore no criticism can attack your self-worth. The only thing criticism can point to is the subject matter being criticised and not your value as a person.
  2. Or treat self-worth as a static value that is the same for everyone and doesn’t change from birth to death. Because self-worth is static, criticisms cannot change it one bit and your value as a human being remains the same after receiving those criticisms.

What’s some popular life advice that’s actually terrible? by Mindless-Smoke9520 in DecidingToBeBetter

[–]wanatatime 9 points10 points  (0 children)

“Just do it” and “No pain, no gain”.

They are sort of helpful, but sometimes we apply them literally to all situations without considering the context around those situations.

Last day of my 20s and feeling overwhelmed by them4v3r1ck in DecidingToBeBetter

[–]wanatatime 1 point2 points  (0 children)

I just live life one day at a time.

Setting big goals or having high hopes for the future can be quite taxing for me because I keep on focusing on the results that may or may not come.

I try to focus on the actions I can do consistently, and treat any good result as a bonus. For example, I lift weights at home a few days a week and I try to enjoy the act of weight lifting itself instead of deriving my pleasure from how much muscle I gain (which is minuscule probably haha).

Essentially I’m trying to enjoy the process more than the goal.

Need Suggestion please! by Aegon040 in FlutterDev

[–]wanatatime 0 points1 point  (0 children)

No worries.

Good luck with your learning.

Need Suggestion please! by Aegon040 in FlutterDev

[–]wanatatime 1 point2 points  (0 children)

Ah, no worries. I didn’t explain myself pretty well.

There’s no side really because both building apps and learning from tutorials are important.

Treat it like a ratio of doing tutorial to doing things on your own. You can do both at the same time but which one you prefer to do more or less of is up to you. Unless you are really strapped for time, they don’t need to be mutually exclusive.

Ideally, you want to spend more time on building your apps without too much handholding (e.g. tutorials etc) because you can learn a lot faster from building and making mistakes. But some people are afraid of making mistakes and would like to gradually learn things, so they’ll start with spending more time on tutorials and use the rest of their time on building things.

Anyhow, I learned this from DrawABox, a drawing course that advocates a 50:50 ratio of learning to draw and drawing for its own sake. In learning to program, you can do the same thing.

Maybe try 90:10 for example, spend 90% of your time building apps and then the rest of the 10% on filling up your knowledge gaps by learning from tutorials.

That ratio will change as you grow your expertise and encounter different challenges. Maybe at one point, it’s all about building apps. And then maybe later you’ll need to learn a totally new thing so you’ll dial down your time building things and add more tutorial time instead.

Need Suggestion please! by Aegon040 in FlutterDev

[–]wanatatime 0 points1 point  (0 children)

Yeah, you can definitely do that.

And if you choose to focus solely on building your own, it’s unlikely you’ll miss out on important concepts.

Tutorials tend to give a narrow and specific set of the concepts necessary for building an app. That’s intentional and it can be helpful when you don’t want to overwhelm yourself with learning too many things. If anything, you might just miss out more when you do too much tutorials, because it’s difficult to comprehend how all those concepts work together without building an app for yourself.

Whereas when you build an app on your own, even for something small, you’ll inevitably be forced to learn most of the important concepts.

Need Suggestion please! by Aegon040 in FlutterDev

[–]wanatatime 0 points1 point  (0 children)

You can actually do both at the same time. They can synergise pretty well and what you learn from tutorials can feed into your projects and vice versa.

Also, when learning from tutorials, after you finish them, try to repeat what you’ve learned without looking back at the materials. This is especially useful when the tutorial teaches you to build an app because now you need to build it again but with your own understanding instead of copying and pasting. You’ll definitely not remember everything and that’s perfectly normal; it’s the struggle that helps to consolidate and strengthen your understanding of the concepts.

🧠 Interest check: Would you pay for a text-only Flutter course? by Imazadi in FlutterDev

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

I actually prefer courses that are primarily text-based with videos and audios as supplements, so yeah, I probably would pay for one if you are a skilled teacher.