About to release on Android. Anything I should read up on to prevent any massive bugs/failures?
Carson Howard
Post game
Jonathan Rodriguez
Been working in my game`s "Blood system", basically every body part has its own blood meter and the sum of it is the total blood of the character. Made a placeholder blood particle to showcase the prototype(for the moment it`s only in an arm and a leg). What do you think would be a better way to the "default" dead?: 1. A "pain" meter that fills as the blood decreases and when is full the character dies 2. The character has a limit of blood which with he can live and when the sum of the current blood is less than this limit, the character dies. 3. As the blood decreases the chance of dying in one hit increases
Anthony Williams
I've never died of bloodloss myself but shouldnt the character control and vision get all fucked up with blurry vision and stuff as blood starts to get critically low?
Leo Campbell
karts controller is mostly done now, just doing some work on the level editor atm :)
Ryan Bennett
I just do this, think it accomplishes the same thing as your code? var newObj = preload(obj.scene).instance() add_child(a)
>Not really sure I totally understand this question, but it might help to use the world_to_map() and map_to_world() functions.
When adding a new object to the map, since there's no built in 'place object at map coordinate x, y' function or something in godot 2.1, and because my map starts at pos 150,150 to make room for GUI, using set_global_pos misplaces the object by 150,150 so I have to do vector math to make up for that which adds like a few extra lines of code every time I need to add a new obj to the map. I think I can just make a custom function like so and call it every time tho..
now I'm not very used to making functions that will be called a lot, so where would I go about putting a func like this? In like the main script code, or attached to a node perhaps a 'script' node in the main scene?
Jayden Gray
...
Ian Cox
Aww I wanted to make a karting game too, but sadly I'm just a little babby when it comes to most kinds of programming.
Dominic Sanchez
I'm implementing the chad pathfinding, Theta* into muh game today. What are you implementing /aggydaggy/?
Benjamin Rogers
i never finish anything so i wouldn't worry about this, itll likely get binned in a couple of weeks haha :D
if you want to make a kart game, go for it :)
Nathaniel Rodriguez
I managed to finish that immediate video game backlog. Also working on re-implementing textboxes. Currently it supports variable speeds and other modifications mid text. If the text is too long it automatically creates a stop point if no stop point was specified. The text runs off if the last word is extremely long on the last line though, but it's easy to prevent. Still a couple more flags to implement.
Jason Cruz
Nothing. I am figuring out how to display 2D graphics
Noah Rivera
What are you using?
Brody Nelson
Working on piecing some area models together so I can finally have the intro section built & running!
Juan Lewis
last gif until level editor :)
Wyatt Williams
What websites should I use to find 2D artists? I'd settle for good pixel art.
Mason Anderson
>I just do this, think it accomplishes the same thing as your code? yeah, it's the same. Usually if you want multiple of something though you keep a reference to preload(obj.scene), just so you can instance it multiple times.
>When adding a new object to the map Are you adding them as children of the TileMap or what?
Josiah Fisher
Quick thought for anyone looking into making a kart game: y'know what kart games have been severely lacking? Hub worlds.
Diddy Kong Racing is the only kart game I know of that'd had one, but it's so much more enjoyable to have a playground to mess around in between levels than it is to just select the next course off a menu.
Nathaniel Peterson
Added another sprite pose type in battle. So far each battle unit has four sprite poses depending on the action they make: animated idle stance, attack stance, taking damage stance and healing/buffing self stance. Tweaked the slight camera movement and the units when they act. There are around 10 battle statuses ranging from tick damage like Bleed to debuff/buffs that alter stats.
Currently there are around 20 fully functional items with icons and all, in the game. Some of them displayed in the webm when selecting Ginger Root to heal health.
Bentley Peterson
Crash Team Racing had one and I'd like to recreate that kind of experience.
Connor Kelly
Ogre3D
Nolan Cox
Nicely done. I like it.
Jace Mitchell
>heil hitler >receive healing
Benjamin Long
I do love hub worlds and really want to try something like this :)
But it balloons the scope quite a bit and big levels increase load times :(
So I'm not sure I'm capable yet, I'm not the most efficient programmer out there haha :D
Easton Morgan
Why is my navmesh so fucked and how do I reduce fuckedupedness?
I need maximal performance because pathfinder has to check if the valid path exists every time you place a tower but in the same time it must also function and not discard half of the level
It looks very different in viewport, rather than when I press play and type "show navigation" in console
Leo Brooks
You need some blending, since you're doing skeletal animation anyways it should be easy.
Luke Phillips
...
Juan Howard
Thanks user.
Logan Garcia
>Usually if you want multiple of something though you keep a reference to preload(obj.scene), just so you can instance it multiple times.
How is this different from instancing it once, and then adding children of the instance when you want more objects?
>When adding a new object to the map Poor wording. Correct wording would be 'when placing a new object on the map'.
Robert Thomas
tell me, when you stand in one place, does your head bob everywhere? or do you keep yours eyes in once place while the rest of your body moves. because those idle anims are cancer
Owen White
rest of it looks nice as usual though
Connor Russell
I just want to make game, but it takes so fucking long if you want to make it good. Especially the art part...
Michael Howard
So you're saying that's not how it works in real life?
Yeah, I'll polish everything up once in the next iteration of the battle system. The whole battle ecosystem, so to speak, works pretty good for now. You can travel through the maps, bump into patrolling encounters if you want to fight or avoid them by dodging them, get loot after the encounter is over etc. Next thing is to tie all the other systems together so everything is smooth, maybe some optimization.
The idle animations need a lot of work when it comes to some characters. So far most of them are just linear interpolating between two keyframes, I didn't put much effort into the animation since I use them just to test combat stuff. I'm practicing to make some improvements like the Flesh Wraith in webm related for example.
Tyler Murphy
prioritizing my sanity and not coding vertically moving platforms into my game any time soon. I feel like a fucking failure though. I have to be the biggest fucking brainlet here
Angel Powell
Cool spell effect
Xavier Edwards
show me your character design
Samuel Nelson
That's not your character design
Julian White
here it is lad, totally sketched this up on a paper towel laying around fucking kill me I've set aside a whole month to practice art and I still can't make any concept
Samuel Edwards
r8 my alpha asset
Jaxon Martinez
work on reading comprehension, practice makes perfect
Ian Foster
When it's done
Lucas Lee
>I feel like a fucking failure though At least you're trying, that's already a step forward to success. Just remember that gamedev is not easy and it takes a lot of work, learning and practice. Take a break and come back with a clear mind. You'll often find a solution when your come back fresh.
Gabriel Miller
Can I play as the Flesh Wrath? Or that cute little demon you post so often? Do you have her naked?
Gabriel Roberts
here's my generic rpg protagonist I've made months ago
Carson Scott
...
Isaiah Butler
Another something I made but am not sure of
Kayden Cook
Do they have colds?
Lucas Anderson
I don't have one because it's a first person shooter
who am i kidding, i can't design
Jordan Hughes
Here's my character design.
Landon Howard
fair enough
Aiden Sullivan
>make a gigantic humanoid mech >add a huge conical cock to it >??? >profit Really though ZoE designs are cool as all hell.
Julian Thompson
Thanks user, although it could use some flame particles effects or something like that
>Can I play as the Flesh Wrath? Speaking of the devil, I was thinking the other day to give the opportunity to trap the souls of the enemies you defeat and summon them as specters or "mirror images" on your team.
>Or that cute little demon you post so often? The red headed demon is one of the MCs, so she'll stick around.
>Do you have her naked? I draw semi-lewd things to keep myself motivated, but it's just sketches/doodles. However, some beautiful human being drew picture related a few weeks back. Still haven't found out the source/artist, but once again thanks wherever you may be.
Everything Yoji Shinkawa does is pure genius. I just wish he would be involved in a game that tries to respect the concept art's style like Guilty Gear Xrd does. He's got some art books you can find on internet and even the little sketches he has are amazing.
Anyway, where I'm having trouble right now is with designing the grunts. I need to find the balance between something that looks easy enough to build, but has a distinct silhouette and looks nimble enough. Plus, they have to look like they're all from the same side. It's all very hard and foreign to me, because I suck when it comes to hard surfaces.
Nolan Gonzalez
no offence dude but that looks a 100x better than your in-game sprites
Jose Wright
Bug fixing progress over the weekend so far. Some of these has haunted me for a long time but finally got it over with, I just don't have anything to show for it. Building stable systems without technical debt is hella hard.
Joseph Moore
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Austin Butler
Well of course, I'm first and foremost a programmer. That's where I do my best because I have a formal education in it. The art and music is where I need to improve a lot, and it takes a lot of time which I sadly don't have since I have a full time job, but I'm determined to get better in those fields as well.
Joshua Bennett
twingotuningforum.de
Kevin Moore
...
Gavin Murphy
Any shader artists hanging about? I'm at my wit's end with this problem
Above is the effect I want - to be able to see 'through' the level geometry and see a pattern behind it. Below is what I have right now. Sprite masks are useless, as the level isn't a sprite, but a series of tiles
Grayson Richardson
Good idea, I would take in consideration!
Xavier Myers
That damage system sounds like clusterfuck. Third option seems to have an interesting dynamic, though that's kinda what regular hp does too.
Neat. Can you sum damage numbers from attack? I can't see shit as it is now, but getting huge number from AOE might be satisfying.
Anthony Kelly
You can probably do this with blend modes. If you're using GMS (and probably everything else too). I do a similar thing here (6 or so seconds in, the big laser) where the laser sprite is a tiled sprite behind the application surface that is displayed instead of the mask that's the actual hitbox.
Make a mask of the stuff you want, set it to draw subtractively, switch modes to bm_inv_dest_alpha and bm_dest_alpha (or whatever equivalent in your engine) and draw the background. In GM this makes alpha effects get really weird though, so be carefull with that.
Carson Brown
Normally I would have an additional texture to feed into the shader to determine transparency. Don't know about GM or whatever you are using. Can't you also have two versions of the tileset to swap between them?
Thomas Wood
Just art oday.
Hunter Evans
>How is this different from instancing it once, and then adding children of the instance when you want more objects? You can't call add_child on a node that's already in the scene. If you could, a single node could have multiple parents and things would get weird.
>Poor wording. Correct wording would be 'when placing a new object on the map'. I thought maybe it would matter if the object was a child of the TileMap, but the way you're doing it it doesn't seem like it.
I've always had some issues with TileMap coordinates but I can't reproduce your issue. If you're still having problems you might want to ask in the Godot Discord or something because I'm probably just overthinking it.
Owen Rodriguez
Daily reminder you will never reach his level.
Give up.
Elijah Thompson
>I suck when it comes to hard surfaces Funny, as a novice I dread modelling soft surfaces in 3d so much that I'm going to make everything in my pipe dream game a machine.
Blake Brooks
Are you me? I've decided all the characters in my game will be robots for the same reason.
Xavier Young
Uh yes you can. This code has been working for me, the game spawns multiple objects. I can also put them into groups or arrays and access them later, there's no problem at all..
>var x = preload(obj.scene).instance() >add_child(x)
Kevin Flores
Oh I misread, I thought you said you drew that. Sorry.
Jose Jackson
how many hours you dedicate to learn or make progress?
Robert Garcia
Being lazy as fuck but now I have a system of nodes I can update for any-angle pathfinding
Sebastian Powell
>tfw you will never be asian with fucked up teeth
feels bad man
Nathaniel Taylor
It's not modelling them that I find hard, it's the whole concept art/designing process. There's no real "anatomy" that can guide you, both for the shape and the details.
Blake Campbell
What I mean is that you if you do
>var x = preload(obj.scene).instance() >add_child(x) >add_child(x) >add_child(x)
you'll get an error that x already has a parent. If you do
>var x = preload(obj.scene) >add_child(x.instance()) >add_child(x.instance())
it works fine, you've added two separate instances to the game.
Hudson Phillips
Yo, been out of the game for a long long while. Worked a lil bit in Unity in college mostly doing programming with a little development on the side. Haven't really worked on it since I graduated in '15. Any recommendations on sites or channels where I can blow the dust off?
Jose Peterson
Ayyy. Fair point. I plan on just copying neat shit as closely as I can and then modifying it enough that it's not a 1 to 1 ripoff.
Brayden Moore
shidd that's way better than what I can come up with. Thanks for reminding me I need to work with references more.
Aiden Murphy
I'm making a survival horror game and I'm really arguing with myself with tank controls versus the 2d camera relative style.
I think there is a large group who would find the tank controls to be offputting and limit the wider appeal of the game. But using fixed camera angles make camera relative controls awkward at times.
Caleb Gray
Well whilst we're jerking each other off I'd like to add that your game is lightyears further along than mine.
Angel Morales
You could have an option for both.
Camera relative controls should work fine. The only time it'll be awkward is when the camera switches from one to the next, but all you've gotta do is keep the character moving in the same direction when the camera switches while the player is holding a direction.
Tyler Morgan
Remember monkey this is literally all you will EVER be 3... 2...
Dylan Parker
hi cris
Robert Walker
...
Connor Gutierrez
lovely juicy particles :) I love japan :) this is shaping up lovely, will there be multiplayer? :) nice idea :) nice text boxes :) lovely art :) These are all lovely (im guessing theyre all same artist by style) :) vr building game sounds jolly :) ooo lovely drawring :) keep up the good work! :) looking great as ever :) pathfinding is always fun, looking great :)
Nathaniel Martin
>tfw zombie dev >not as in zombie games but zombie development >never quite alive >never quite dead
Justin Jones
>code for hours >feel like I've made 0 progress
Zachary Morgan
what a load of shit >golf843 fucking hell how long have you been doing this shit and your still swapping games every 2 weeks you should just kill yourself already theres no way your ever going to make it
Daniel Reed
>You could have an option for both.
Combat wise it'd be a mess to try to support both. REmake HD even goes back to tank controls while in combat with the new controls selected.
You're probably right though. Camera relative should be fine for most people.
Colton Russell
I will surpass him.
Daniel Roberts
>being a brainlet that doesn't practice making a huge variety of game genres You'll be stuck in repeating the same mistakes while true devs make unique and interesting games