I'm considering participating in Ludum Dare for the first time. Any tips? Do's and Don'ts? Is it even worth it?
Joseph Nelson
Some simple tweaks you can make Narrower shoulders Narrower waist Wider hips Shorter face Larger eyes Bigger bangs Smile c:
Carter Price
does this game have rape?
Mason Morales
Nodev here, reporting in.
Connor Rodriguez
Oh boy new thread. 1st draft of a character for a side project Head movement still looks a little fucked on the transitions. gonna try to fix it in the next round
Nicholas Morgan
kek, thanks.
Nolan Allen
It's fun but be ready to work really hard with no breaks
Hey I've got a question regarding Unity. FixedUpdate should be used for physics related stuff, right? But I have a problem where the code doesn't really work there and needs to be in Update.
If I add deltaTime to my physics related calls, will it be fine?
Brandon Rodriguez
no, it will not be fine, it will actually be worse since delta time in Update is different than the FixedUpdate delta time there's literally no reason to not have your physics in FixedUpdate, so why do you feel you need it?
Michael Lee
Time.fixedDeltaTime my dude
if you're doing something instant, like jumping for example, don't be afraid to put it in Update rather than FixedUpdate. A single burst of force shouldnt differ between the two.
Liam Cook
I know the times are different, I wanted to know if I multiply/divide some numbers by deltatime, would they work as intended on any framerate.
Thanks, that should do the trick.
William Sanchez
Why would your code not work in FixedUpdate but work in Update?
Kevin Smith
Added a transparent overlay to the whole scene, makes it all look a bit less sterile, no?
Samuel Cook
>using unity when godot 3.0 is like two weeks from release ????
Daniel Ortiz
Because I've got physics-based visual updates every frame there.
Luke Hill
>using Photoshop when GIMP is free ??????????????????????????????
Liam Wilson
>if you're doing something instant, like jumping for example, don't be afraid to put it in Update rather than FixedUpdate
do NOT do this
Leo Powell
>like two weeks from release Come on user, you know that's not true. But I am hoping for a 3.0 Christmas miracle.
GIMP is trash though. Godot is actually good.
Jacob Jackson
Okay nerds, if I make my dude move 10 meters per second, how do I make the animation look smooth in Update, while handling all the physics and collision in FixedUpdate? Just makes no sense to me.
Justin Foster
>he thinks his art quality depends on using photoshit over GIMP
Christian Reyes
>being a nodev for like two weeks Godotfags, everyone.
Dominic Myers
You have the animation code in Update and the physics code in FixedUpdate.
How do I make a switch for inputs. having if/else chain feels terrible.
Nicholas Garcia
Right. Can I call something inside FixedUpdate from Update? Other than having gazillion of booleans and ifs for literally every thing.
Tyler Martinez
??? what are you talking about mate, maybe you should just explain your problem so we can help instead of giving all these vague half rhetorical answers to yourself
Adrian Rogers
You're using a color picker, you make changes and then click to open a different color picker without clicking OK, should your input from the first one be accepted or revert back to what it was before?
Gabriel Russell
Revert.
If it's a complicated process however, like an entire screen of customization, it would help adding a warning saying 'changes have not been changed. do you want to continue?'
I don't have a problem though, I was just concerned whether that will pose a problem in 2020 when 144Hz is the norm. And I got mixed answers.
But basically. In my Update, I've got "if you press Space, call Jump();". Then it calls Jump, which checks if jump can happen, and smoothly moves him X meters above the ground in an arc.
The problem is, if I change Update to FixedUpdate, the animation is visibly choppy every few frames.
Jeremiah Brooks
maybe you need to turn interpolattion on in your rigidbody
James Campbell
I've got a character controller
Elijah Reyes
wtf this thigh gap face is cute though
Asher Cooper
is there any way to pull off a top-down 2d platformer without the perspective looking like ass? This is the only one I've played but it looks kinda wonky
Unity, right? You need to call all your Input.GetKeyDown(), Input.GetButtonDown(), etc from inside Update(), never FixedUpdate().
The state of Input is changed once per Update(). But there is a variable number of FixedUpdates per Update, sometimes multiple, sometimes 0. So if the input check is in FixedUpdate(), for every time you press the space bar to jump, you might call jump 0 times or multiple times. Google "unity input fixedupdate" for a more detailed answer.
I believe you can get away with using Input.GetKey() in FixedUpdate, since it's continuous rather than discrete input events.
Oliver Butler
There shouldn't be an "OK" button anyways. When you choose a color, you choose the color, that's all there is to it. You don't need to accept that you've changed the color you just changed.
Grayson Foster
...
Tyler Campbell
right face is better, more anime the rest is shit is she giving birth?
Michael Richardson
give up on giving up 7 0 0 c o p i e s is not too many
Kevin Cruz
...
Robert Richardson
i dont give up even though i probably should
Jason Gray
>tfw camera and interface interactions are starting to become a mess of code
surely this won't get worse
Henry Gomez
RESIST THE NODEVS
Dylan Turner
how do i stop ballgodots from bullying paddlegodot into inexistence
Adrian Brooks
I don't know how godot works, but either set ball mass to 0 and/or reset the height of the baddle every frame (hack).
Eli Garcia
Why is there any physics in the first place
Jaxson Ross
Paddle should be a KinematicBody
Bentley Hughes
Help.
the textures come black.
James Davis
Try adding a light.
Andrew Diaz
What are you, a fucking racist?
Wyatt Reed
Spyro on the gba sort of had that style I think, its a bit more isometric than top-down however.
Jordan Flores
Hey guys, I'm back :D
Levi Cook
such was the tutorial, i could code it like i would in gamemaker without using any but i wanted to know the godot way thanks. i can only set ball mass to 0.1 and not less (and paddle doesn't even have mass property), resetting position is probably good enough. it actually is, and ball is rigidbody. i move paddle with move() and for ball i just set a velocity
Jordan King
Which game?
Hudson Rogers
Hey! :o
Leo Wood
I already did.
Adrian Kelly
Switch to Unity
Lucas Rodriguez
make the balls triggers, not colliders, and whenever they trigger a collision reverse the velocity, that way they never "collide" with anything in a physics sense
I'm sure guhdough just copied unity like it did for everything else, so it should be there somewhere
Easton Ward
Added some kinda spike plate you can ride. You have to jump to avoid the spikes as well.
Juan Russell
Are you using the Better Collada exporter?
Oliver Miller
>adds even more platforming hahaha yes boku yes TRIGGER THEM TO DEATH
Alexander Myers
yes.
When I edit the material to switch the texture, It comes black.
Daniel Rodriguez
> commission assets to promote a christmas sale because sales had slowed down considerably > sales pick back up for the winter season > assets are season specific, so if I don't use them I'd have to wait a year
Oh fuck me.
Anthony Perry
How can I make a context menu in a not retarded way? Every object that could have a context menu could implement an interface like IContextual but I don't like the idea of like:
Way too many things to manage: tweens, transitions, etc. for every object to draw its own IMGUI.
Brody Cox
hey that's really cool
Hunter Gonzalez
Nice.
Jordan Lewis
cool
Henry Gonzalez
I've seen someday an user saying to avoid Mixels, you had to do a certain amount of zoom.
What's the formula? I'm bad at math.
I suppose 2 would be correct, but is 1.2 correct too?
Adam Roberts
Avoiding mixels is easy. Only scale up after everything is rendered, where nothing else knows about scaling (I guess except special cases like translating mouse coordinates to game coordinates).
Carter Sanchez
And of course you scale by an integer amount if you want it to be crisp, but you can scale by non-integers with anti aliasing or a filter and still have it look acceptable.
Joseph Taylor
>those updates Goddamn if only I knew 3d modeling and programming. I'm just an idea guy stuck learning gamemaker.
Jeremiah Evans
Don't learn game maker unless you never wanna make any money.
Daniel Richardson
For someone who uses Unity, when you're making a 2D top down game, how do you organize the maps? Do you have everything separated in one big scene and load in and out elements, or do you split up major areas in their own scenes? Which one is the more efficient solution? Does using more scenes increase file size and does using the one big scene approach increase loading size?
Dylan King
Use chunk system like memecraft. Only load visible chunks and their neighbors. Then load/unload chunks as necessary.
Aiden Nelson
very much depends on how the levels work, is it one seamless map or discrete levels?
Christopher Richardson
Discrete areas. Think an rpg like map. Walk to different rooms and areas.
Anthony Young
Scene for each visible area. Divide areas that are too large into smaller ones.
Anthony Hernandez
reminder that games with mixels and rixels still sell anyway. normal people won't even care about that shit. Only autistics /agdg/ soyboy took the meme too seriously will fall for it.
Charles Reed
Too large = causes performance issues on lowest end target hardware.
Samuel Fisher
>tfw setting the ground work for animations and adding sound effects and music to my nodev console application game library
I'm really enjoying this even if it's simple shit that a retard could manage to do.
Kayden Martinez
While I agree I have to say my game artstyle was really ugly like that
Cameron Robinson
So this is the power of a thirld world PC and godot.
mmm
(I only have 300 bucks for a new PC)
Lincoln Long
Y-Y-You actually like this senpai?
Isaac Gray
>thanks. i can only set ball mass to 0.1 and not less Is that a gui limitation or an engine thing? Try changing the balls' mass when you spawn them.
Xavier Hall
>300 bucks thats like 1 piece of your pc, what the fuck user. Get a job and stop fucking around with game deving
Brayden Kelly
Godot 3.1 will support OpenGL ES 2 again. Guess you'll have to wait til then.
Connor Cox
a 10 year old laptop can support 3.3 how poor can one man be?