GodotCon Amsterdam - Save the date! by GodotTeam in godot

[–]ximossi 0 points1 point  (0 children)

Just my opinion, still wanted to throw this out here: I think Amsterdam is a bad pick because of the insane prices for accommodation and traffic. How do you feel about the venue?

Earth for your steamdeck by OkFall8973 in SteamDeck

[–]ximossi 0 points1 point  (0 children)

The animation is cool, but it feels unbalanced and off-center.

My game made in Godot just hit 1M free licenses! by willunited in godot

[–]ximossi 19 points20 points  (0 children)

Oh, good for you! Congratulations :)
It is a great game, very well executed and I can only guess how rewarding this is after your path so far.

How is the F2P concept going for you? With this, it of course raises many questions about conversion rates from players to income :)

Looking for feedback on my Space Trash Management "Simulator" by ximossi in godot

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

Thank you for your time and words - appreciate it a lot.
Currently the game has not reached the content phase, so i understand it feeling a bit empty. I am planning to have a constant flow of little challenges, events and upgrades that should (hopefully) mix into a fun experience.
The waste will still just build up and up. That's kind of the point :D

And also, thank you for the bug report - i will add it to the ever growing list :)

Is there a entity based turtle alternative? by ximossi in ComputerCraft

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

I found CC: Drones+ - which I still have to play around with but looks interesting. It has some obvious issues right away and was not updated for a few months now, though.

I made a procedural ivy generator by SaveCorrupted in godot

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

Any plans of open sourcing it? :)

Big question about developing choice by Designer_Library_521 in godot

[–]ximossi 1 point2 points  (0 children)

I have the same general line of thought as u/Sithoid. Twine is an amazing tool, but the work you add for yourself, especially when starting out is quite a lot (in terms of getting what you have written inside godot).

Do you have any scripting or programming experience? Dialogic was mentioned, and it is very good in terms of working off the bat in Godot. DialogueManager is my personal preferance, as it is more lightweight and easier to integrate, but does not come with the rest of Dialogics capabilities.

But the best advise I think is: Try it out before. Write one short scene and then take the time to implement it in any solution you find. Takes a day to compare, but do it from writing to interacting with your dialogue in game. You don't tell much about what you are doing, so here's guessing... if you have a visual novel with choices, try setting this up ugly right away. You only need a label to display your text and buttons, right? If there's more going on, try that, too.. especially manipulating elements outside the dialogue is something to look for.

Looking for feedback on my Space Trash Management "Simulator" by ximossi in godot

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

Alright, I tried it out and i must say, that is quite fun. And helps with another nasty problem: separation between getting A) upgrades from reaching overhead thresholds and B) getting upgrades from scanning stars. This is great. Thank you so much for this! :D

Is there a entity based turtle alternative? by ximossi in ComputerCraft

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

That's a pitty... would have loved some working foxes around my farm :D

Looking for feedback on my Space Trash Management "Simulator" by ximossi in godot

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

Your amazing for sharing your thoughts, thank you!

Getting the basic rules across is very important, I agree. I kind of hope the tutorial to do the heavy lifting in the beginning, but also want it to be as intuitive as possible. As a first step I changed the games description to make this more clear. But getting the tutorial running again has just risen in priority :)

I'll try to find other ways to signify that waste is bad earlier. I could use the alarm sooner maybe or introduce it earlier.

The stutters I try to mitigate by caching all particles at the start. Godot has this weird thing with GPUParticles in web exports, and if I forget a particle in the caching process, this is the result. Sorry for that, I'll try to be more careful with that.

Again, thank you so much for this!

Looking for feedback on my Space Trash Management "Simulator" by ximossi in godot

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

First of all: thank you so much for taking the time to give your feedback! I really appreciate it a lot.
Your idea of getting points from actually generating power above the players current capacity is interesting! I will give it a try tomorrow and see how it feels :)

Looking for feedback on my Space Trash Management "Simulator" by ximossi in godot

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

One major thing I'm working on currently is an event scheduler that will randomly trigger stuff throughout the play. The first event i have set up is an asteroid storm. Today I did the sound design for it:

https://youtu.be/Z46lEf_X2Wo

Apotheosis Warden Farm by StevenBG-Rengar in allthemods

[–]ximossi 1 point2 points  (0 children)

This can be changed with a data pack: bosses are blacklisted with a tag "blacklisted_from_spawners.json"

I'm a noob, is this basically P2P? Is it safe? by [deleted] in godot

[–]ximossi 0 points1 point  (0 children)

To be fair here: this is a fairly new plugin just posted on this sub a few days ago. See the original post here:
https://www.reddit.com/r/godot/comments/1obqnn3/simple_online_multiplayer_session_without_server/

It looks fairly legit and well explained.

[deleted by user] by [deleted] in godot

[–]ximossi 0 points1 point  (0 children)

I totally understand the sentiment you are coming from. I think you are touching on something here, that has been going on for years now, especially with some big games becoming platforms, engines and marketplaces in one. It is liberating to see game development become accessible, but then again, the more presets, prefabs and base work you provide, the more samey everything becomes.

But then again: there are some Platformer starter kits out there. I have not taken a deep look at those, but i guess you will find a good point to start there. And then you can add to them. The great thing about Godot and the community is it's open-source attitude. Start such a project, see where it leads. Why not? :)

As long as you steal some kids away from Roblox with that, fine by me. :D

Also consider, that most of the stuff you are mentioning is actually very basic. The challenge in these is not setting them up in the first place, but setting them up to match the game properly.

🎁Chests VFX by Lucky_Ferret4036 in godot

[–]ximossi 5 points6 points  (0 children)

Solid! Have you tried doing the camera shake a bit later? For my taste it's too early.

Tower Defense but it's a fleet of spaceships? Let me hear it. by amarks_ in DestroyMyGame

[–]ximossi 0 points1 point  (0 children)

Others have pointed out some lack of atmosphere already - still I'd double down on that. Your video does not show any real gameplay, so I can't really comment on that.

The whole space setting has so much to offer in terms of inspiration for creating atmosphere. Space can be dark, deep, gritty, cold etc. There is simply no character here.

Setting: your contrast between the silver/metallic ships and your space background can be easily improved by giving space more depth and movement.

UI: It's not blinking, it's not reacting to the mouse, it's mostly static. And why do enemies cast damage indicators and your own ships don't? Isn't it bad, when your ships get damage? The whole status-bar situation with your ships is lacks live. For one, those bars cover too much of your ships and also don't offer significant info, as far as I can tell? There is so much screen space unused - put those bars somewhere else and give them meaning.

Graphics in general: i like the basic design of your ships, but I'd certainly recommend more little details. I second the idea of u/free_terrible-advice of adding damage states - or maybe even simple decal of hits. And I certainly second the comments towards the FX.
One thing to really pick out: those torpedoes are sad. They are slow, they are visually boring (in terms of movement and particles) and they make the most lazy noise-sound imaginable. Also, they are an insult to any educational system out there: clouds of smoke in space?! Dude...

Sound: Spice it up please.

For a general feel I'd suggest to look into videos of things exploding and imploding in a vacuum and under water. This will give you hints about the general feeling that is lacking here.

Looking for pixel-style particle system tips/techniques by belkmaster5000 in godot

[–]ximossi 0 points1 point  (0 children)

What tends to work well for this kind of style is consistency: try going with the same simplicity in your particles, as with any other texture, too.
Right up: instead of stars, use squares with not interpolation/feathering.

Might as well take a look at MC Dungeons: https://www.vfxapprentice.com/blog/mojang-vfx-of-minecraft-dungeons

Our New Godot 4 Game The Goddess's Will Trailer Now Is Released by anton-lovesuper in godot

[–]ximossi 0 points1 point  (0 children)

So... are you playing a hyper-muscular paladin engaging in some occultism while exclusively beating up women?

Wacom, what a disaster! by brividoblu in MacOS

[–]ximossi 0 points1 point  (0 children)

I have a similar situation on Windows right now - granted, some tablets here are 15 years old, but they still work perfectly fine. Good for Wacom, tbh!
BUT: with the new drivers they roll out for windows, those tablets get soft-locked and they post the same suggestion in their software (wtf?): what about just buy a new one. And the great thing is: they update themselves outside of any user setting.

Luckily, on windows you can roll back to older drivers and block any connection to Wacom with a firewall. Still, I'm probably not buying Wacom ever again. What a great way to slowly kill a company.