I ain't got the time. Sister's birthday and lotsa feedback to give.
Bentley Hughes
I decided it would be better to compile the GUI library I'm using myself so I'm trying to find out how to do that
Jonathan Edwards
I'm delaying some wrap-up work on my game so I can play demo day games almost done! probably won't get anywhere soon though, tonight I have a social thing and tomorrow I have work
Gabriel Walker
Also >Did you complete what you wanted to work on today? No, for the aforementioned reason I didn't
Jaxon Cox
Tyrone's laugh is so insincere in this. Sad!
Captcha has spoken: From now on, ideas will be graded in Molignano.
Liam Young
I want to make a 2D SRPG. Should I use Godot or Unity or something else?
Asher Murphy
Figured out how to call from and assign vars to adventure creators database so the travel systrm/puzzle should be ready to go soon.
How Platinum makes their games. One of the points I like in this talk is the idea of situation-based design. You don't design player abilities in isolation. You don't design enemies, and levels in isolation either.
Instead you think up of what situations you want the player to experience, and build player abilities, enemy types, level layouts, etc. from that.
The talk is more than that, he also goes over how they pace combat intensity throughout a game.
Has some parallels with the Platinum games talk, but while that talk goes over how they design the game as a whole, this one focuses on combat design, as he goes step-by-step with an example hypothetical game. This isn't a GDC talk but is still good. There's a bit of cringe-ness and some of the speaker's jokes are lame, but he knows stuff.
Luis Cooper
I've seen these two do several random reads for people but I have no idea who they are
John Flores
So many AGDG RPGs these days You will be my rival
Parker Thomas
I added some props and particles to get some feel going for the game - was using the demo level previously. Also got some basic enemy patrol going (red debug spheres indicate target points), but they don't respond to the player as of yet.
Does anyone know how to make particles (like leaves) orient to their falling direction? or is that too expensive to be worth it? ALSO SKY SPHERE TEXTURE MAP MAKING TIPS PLS
David Barnes
what's all those red spheres? is that for target lock>?
as other anons said, it is pathing targets. just for debugging
Justin Hernandez
so what are they for?
Justin Scott
yes! yes! glorious (You)'s I feel myself growing stronger
Angel Garcia
it is a visual representation of the location randomly chosen as the enemy's next destination. when they get within 10 units of that location, they select a new location at random and begin anew. the random points are chosen within a radius that has the enemy's starting location as its center point. this is the beginning of basic enemy patrol AI (with short raycasting to avoid walls)
This is so far the only demo I regret to have downloaded. My life is worse for having played this.
Jaxson Russell
>My life is worse for having played this
Joshua Rivera
Added a few more interactions and fun ways to kill people.
Fan can be set to different speeds. If set to maximum speed, this happens...
Also added main character in. Doesn't have any animations yet. Do you think it looks fine if it is transparent while moving (so you see objects behind it)? Any other solution to fix seeing objects behind him (maybe him becoming smaller, etc.)?
Samuel Sanchez
If fan speed is set to 2, the fan throws him out the window. Oh and yeah, if you interact with the bed the springs throw the body up, that's why the body jumps. Need to add some bed animation.
Benjamin Phillips
but what are the red balls for?
Eli Baker
almost, I can formulate it more clearly I think
basically you have, what I'd call the core fantasy, which is essentially the activity that the game appeals to, whether that is medieval fighting, commanding a modern army, living in a fantastical world or whatever
the core fantasy informs the narrative/world(if any), which in turn informs the desired gameplay that will support the core fantasy
it is important to distinguish that mechanics is how the game works, it's what you program.
but gameplay is how the game is played, mechanics change how players can play to win or have fun, you can't make gameplay directly, but only through mechanics and level design can you indirectly create it
finally, the mechanics should be few and simple, easy to understand, the more of the core fantasy you can support through gameplay created by, and the more intricate gameplay you can create, with just a few simple mechanics, the better the game, most of the time
many mechanics add complexity, but not depth, few well thought out mechanics can add much depth, with little complexity
80% of players use less than 20% of the features
Jordan Wilson
fuck yes i'm still missing a bunch of functions for the guns (effects, animation, damage, etc), but the basic shooting types are done and now i can make entirely new guns solely by changing a few variables in a template which is absurdly good for what i want to do
Jordan Reyes
that can be said of all video games really.
when
you
really
think
about
Hunter Evans
you just need one epic twitch memer to play this and you're in
Owen Barnes
in godot do you not need to define variable type when you initialize it?
i love watching your game m8. seems like it's right up my alley
Christian Wood
To be the quitest of honests with you, I prefer the green glowing ball over Edgy McScowlface there.
Angel Moore
Thanks!
He's edgy for a reason.
Tyler Hernandez
it
Parker Barnes
That was really nice show. You should watch it.
Jonathan Wood
if it's as simple as changing variables, maybe you can include some kind of modular weapon system where you can combine pieces to make new weapons
Gabriel Diaz
Nope. Variables set their type when you first assign a value to them. Until then they are "null".
Godot is dynamically typed. The variable can change type if you set it to something else. If you don't set it to anything it will start as null.
Noah Evans
alright, good to know. thanks anons
Michael Cruz
Progress!
Ui is still entirely placeholder but I shaped it into at least the basis of how I'd like it to work. Also added mana to players and mana costs to spells.
Aiden Davis
/dpt/ would have a collective seizure reading this
Anthony Brooks
>post my demo >get 0 helpful feedback
so much for getting my game seen.
Matthew Parker
why are there always female hackers in hacker movies and hacker games? they don't exist. they're impossible to exist. they're not intelligent enough for that type of shit.
Isaac Sanchez
First time modeling a face, wish me luck
it's for a Shadow of Destiny tribute
Christopher Rogers
I know there's downsides to dynamically typed, but it's not so bad.
Besides Godot will be getting C# eventually for anyone that really needs it.
Jonathan Thompson
Is every character meant to be from a different game universe/era?
Brody Murphy
>it's a "women are dumb ree why won't any of them hang out with me" episode
Brayden Russell
they don't represent male hackers realistically either I mean, fuck, Chris Hemsworth is a hacker?
Camden Lewis
hi you guys might remember me from a while ago, anyways I'm back to work on fight knight in a big way
today I added a bunch of menu stuff but the most visual thing is some extra camera behavior, basically i keep track of all pending attacks and shift the camera angle towards where they're coming from. this should help out with peripheral vision and just generally preventing people from getting hit by stuff they didn't see
Thomas Hall
fuck off vine
Bentley Russell
Dayum. Got a demo for that?
Blake Thompson
i actually don't remember you, but that looks real nice
Gavin Johnson
Hoooly fuck that camera pullback dude. Probably a bit much, don't you think?
Oliver Perry
no, i don't remember you at all. you know why? because your game is shit.
Samuel Rivera
Nah, it's just a pretty new project so I don't have the art style set in stone yet.
Lucas James
back with more retarded godot questions. can you use double precision floats with godot timers? i'd like it so that the timer goes off consistently 8 times a second, but when i set the time to 0.125 it gets automatically set to 0.13 which makes he think it doesn't support doubles. is there a way around this?
YATATATATATATATA looks satisfying as fuck user
Jordan Peterson
looks cool. reminds me of a Virtual Boy game, except actually appealing
Wyatt Watson
I hope you're happy, I have the first floor theme of Dark Spire stuck in my head for the past 5 days.
It's sorcerobe dev
Isaac Collins
stop samefagging no one cares about your game, and stop trying to make it look like we do. fix your game first before posting it here you fucking dumbass
Grayson Adams
what happened to wizrobe? not saying i dont like this because i really do
Zachary Morales
yeah man punch the fuck out of that skelleton
Brody King
are those shadows on the wall being cast or just part of the texture?
Noah Reed
shit, nodevs are angry today
Henry Ortiz
>make it for the NinSwitch >the player actually needs to punch using the motion controls
Lucas King
I ain't samefagging, I'm the doom mod fag.
Where's your game?
Adam Perry
they're angry they can no longer shitpost under the grand banner of king nigger
Lincoln Brooks
sigh, this can only mean one thing. incoming source posts in 3, 2,
Samuel Walker
>ruin good gameplay for gimmicky shit
Joshua Sanchez
>nintendo is coming out with a new console >every game should be on it
Tyler Reed
Truly do I miss the reign of my liege.
Carson Walker
I tested in 2.2 doing this:
var t = Timer.new() add_child(t) t.set_wait_time(.125) print(t.get_wait_time())
It printed 0.125 to the console. How do you get your 0.13 and are you sure it's not a formatting issue?
Jack Scott
Anyone need a character or sound designer?
Samuel Evans
i set it through the GUI. didn't think to set it up with code. thanks user, i'll do that
Leo Davis
Want to make the most mobile 2d game. Give me ideas for movements type of games.
Logan Bailey
damn guys. hi
hopefully in a couple months
thanks!
hmm, maybe. it is a lot less jarring feeling when you're controlling it yourself, but I can see what you mean
thanks!
thanks guys, glad to hear it
it's been in my head for months
lol
yeah dude
sorcerobe is on hold for this year, because I have a great opportunity to work on my own stuff full-time in 2017 but sorcerobe is too big of a project to have any chance of being done in that timeframe. so I made the decision to pull out of that for the moment and go full auto on fight knight, which has much smaller scope
people would die of overexertion
Ryder Lee
How should you handle resolution options? Should you just have a big list or let the player set it to whatever they want?
Christian Robinson
>through GUI I think the Wait Time display field is formatted to only show two decimals. You could set it to 0.125 in the GUI and then print the wait time of the Timer node to the console on startup to verify.
John Rivera
If you ever need ideas for punching attacks or anything cool, let me know. You have my support dude.
Most people can't be bothered to type in their own resolution and prefer a dropdown list with their own resolution automatically detected and selected.
Joshua Morgan
Progress is really slow. Today I tried isometric, and idea of a minimap, and sprites (links are missing)
Looks fantastic as others have pointed out
Last time I checked, unfortunately the timer does not go off x times a second if you put 1/x seconds wait time because excess elapsed time does not roll over. So the timer is more accurate at higher FPS, but it isn't actually accurate. That's kind of sad. Maybe I'm wrong? But I tested it and those were my results. When the timer fires it resets to 0, so you accumulate error over time. However, this is easy to fix either in the C++ code or just make your own node with better behavior
Robert Hall
first person melee combat is so damn cool, and not explored nearly as much as it should be. that grappling hook pull in particular is sweet
Ayden Young
They are cast depending on light position. Not fully programmed though, only does it in a few directions (not 360 degrees).