|
|
# ? Apr 23, 2024 15:08 |
|
starbucks hermit posted:What limitations of haxe led you specifically to use godot? I had used haxeflixel for many years, and that engine works fine for simple games. But it's just not a very active engine these days, and the community is pretty small. It felt like whenever I would google "feature x," I would find no discussion about it anywhere on the haxeflixel forums / api / discord - but I would find a full tutorial for it in godot. (Example features include dialog trees, y-axis depth sorting, non-tilemap pathfinding, etc.) So I tested out Godot, found it to be very enjoyable to work with, and that's about the whole story. The programming language that godot uses, gdscript, is pretty easy. In like a month with godot, I feel like I can do more than I could with years with haxeflixel. I haven't even scratched the surface of things like 3D and mobile touch controls, but it's nice to know that the engine has that stuff as well if I ever want it. Here are more words I posted elsewhere about godot: blaise rascal posted:Here is a demo project (not mine) that shows the layout pretty well. Everything is super object-oriented; the Outside "scene" (aka class) is made up of a bunch of Puddle sprites & some custom made classes. The Flower class is made up of a sprite and a hitbox, which is pretty intuitive. The Player class is made up of a bunch of stuff. blaise rascal fucked around with this message at 17:30 on Sep 27, 2020
|
# ? Sep 27, 2020 17:21 |
|
the ghost game was by pizzatime! I remember it!
|
# ? Sep 27, 2020 17:36 |
|
classicist made a cool trippy music and visualizer program in unity I think that counts
|
# ? Sep 27, 2020 17:37 |
|
blaise rascal posted:So I tested out Godot, found it to be very enjoyable to work with, and that's about the whole story. The programming language that godot uses, gdscript, is pretty easy. In like a month with godot, I feel like I can do more than I could with years with haxeflixel. I haven't even scratched the surface of things like 3D and mobile touch controls, but it's nice to know that the engine has that stuff as well if I ever want it. Awesome. Thank you for this explanation. Haxeflixel really got me with the dozens of demonstration projects but the language never seemed intuitive to me. I mainly use Python (and Java) so gdscript sounds like a better fit. |
# ? Sep 27, 2020 19:53 |
|
teddy bear cyoa from luvcow |
# ? Sep 27, 2020 22:26 |
|
bookmarked. I used to make flash games back in the day and recently I’ve picked up Game Maker Studio to get back into the hobby. I’ve been remaking an older game of mine lately. will post a video of what I have in a day or so. |
# ? Sep 28, 2020 00:07 |
|
nut posted:the ghost game was by pizzatime! I remember it! nut posted:classicist made a cool trippy music and visualizer program in unity I think that counts starbucks hermit posted:Awesome. Thank you for this explanation. Thanks, added to the op! Chrs posted:bookmarked. I used to make flash games back in the day and recently Ive picked up Game Maker Studio to get back into the hobby. Ive been remaking an older game of mine lately. will post a video of what I have in a day or so.
|
# ? Sep 28, 2020 00:27 |
|
Apparently spicy bean adventure had all its images deleted https://forums.somethingawful.com/showthread.php?threadid=3713132
|
# ? Sep 28, 2020 00:29 |
|
blaise rascal posted:Yay! Best of luck. What kind of game is it? well it’s very easy at this stage but here’s what I’ve got: https://youtu.be/aNQc-CyybD4 it’s a maze type game where the character moves towards your mouse and you have to keep it from hitting walls. there are obstacles and such along the way and you have to find keys and unlock doors to progress. in this video there are some doors messily laid about but that’s just because I’m trying to make all the assets work at this stage. in a few days I’ll have some proper levels to show and that should give a better idea of what I’m working towards here |
# ? Sep 28, 2020 00:38 |
|
Chrs posted:well it’s very easy at this stage but here’s what I’ve got: https://youtu.be/aNQc-CyybD4
|
# ? Sep 28, 2020 00:40 |
|
blaise rascal posted:fangame stuff I've had this idea for a BYOB rpg kicking around. It's like Yume Nikki but instead of spooky scary stuff it's about going around talking to 'yobbers on a quest to bring chill to everyone and maybe they tell you their dreams or something and you can smoke weed whenever.
|
# ? Sep 28, 2020 18:11 |
How good are the tutorials on godot? | |
# ? Sep 29, 2020 02:47 |
|
I tried out aseprite the other day (drawing here). Seems to work pretty well, and I'll probably use it instead of gimp for pixel art going forward.magic cactus posted:I've had this idea for a BYOB rpg kicking around. It's like Yume Nikki but instead of spooky scary stuff it's about going around talking to 'yobbers on a quest to bring chill to everyone and maybe they tell you their dreams or something and you can smoke weed whenever. Though if I were to make something like this personally, I might limit the byob inside jokes, just because then the game might have greater appeal to people who are not Blue Forum Posters. (But you are welcome to do whatever you want!) Gene Hackman Fan posted:How good are the tutorials on godot? Actually, they're scattered all over the place, unlike haxeflixel. But maybe that's because godot can do a lot of different things. Different people want to make different types of games with godot, so it makes sense that the tutorials would be disorganized and community-written. https://docs.godotengine.org/en/stable/getting_started/step_by_step/index.html These are the official developer docs, including a step by step "your first project" tutorial. That's how I learned, but I don't do everything the same way now; for one thing, I tend to make things like monsters be KinematicBody2Ds instead of Area2Ds.
|
# ? Sep 29, 2020 17:07 |
|
blaise rascal posted:I tried out aseprite the other day (drawing here). Seems to work pretty well, and I'll probably use it instead of gimp for pixel art going forward. Wait.... there's other forums?! That explains so much!
|
# ? Sep 29, 2020 23:46 |
|
Ludum dare 47 starts tomorrow! I think I'll do the "Compo." (meaning that I have 48 hours to make a game as a solo developer) If "decay" wins I will not be happy. I refuse to playtest a bunch of gross edgy horror games blaise rascal fucked around with this message at 03:47 on Oct 2, 2020
|
# ? Oct 1, 2020 22:30 |
|
Also, there is a live CYOA that just kicked off, in case you missed it! https://forums.somethingawful.com/showthread.php?threadid=3942505
|
# ? Oct 1, 2020 22:32 |
|
blaise rascal posted:Ludum dare 47 starts tomorrow! I think I'll do the "Compo." (meaning that I have 48 hours to make a game as a solo developer) Thanks for pointing out all of these events. Do you plan on playtesting any of the submitted games on stream? |
# ? Oct 2, 2020 03:40 |
|
starbucks hermit posted:Thanks for pointing out all of these events. Ludum dare is a monster, and it brings in about 5,000 entries each time. I've never felt inspired to playtest ludum dare games for that reason. It's too big of a community to try to engage in community-building.
|
# ? Oct 2, 2020 14:21 |
|
This is a long-shot but does anyone have the BYOB game from around 2007? I don't think it was ever finished but I used to load it up just for the chiptunes. I don't know what happened to my PC from university which was like a BYOB archive and I'm scared I'll never hear those tunes again. It was a platformer if that helps.
|
# ? Oct 2, 2020 14:23 |
|
Diorama posted:This is a long-shot but does anyone have the BYOB game from around 2007? I don't think it was ever finished but I used to load it up just for the chiptunes.
|
# ? Oct 2, 2020 14:34 |
|
blaise rascal posted:I haven't heard of this one! But I'd love to see it! Me too. It wasn't Zybourne Clock, I'm sure of that much. It was a flash game/swf as far as I remember.
|
# ? Oct 2, 2020 14:39 |
|
It wasn't 'Skullz' either,
|
# ? Oct 2, 2020 14:44 |
|
blaise rascal posted:I have done this exactly once, for a smaller jam of 47 entries. That works out well because I can play all the games from the jam and invite everyone who participated to join the stream. It's kind of a community-building thing, and it celebrates that everyone finished their games. oof, 5000 entries |
# ? Oct 2, 2020 18:51 |
my weekend goal is to model a 3d goblin, hopefully with animatable bones and all. if/when i complete this, I would happily share the blender file or model for any yobber to use for anything not evil | |
# ? Oct 2, 2020 23:12 |
Diorama posted:This is a long-shot but does anyone have the BYOB game from around 2007? I don't think it was ever finished but I used to load it up just for the chiptunes. I don't have this, but I once briefly collaborated with a goon for some thread at some point to make the art for their game. It was like a version of the training ball game they play in Ender's Game. I actually never got to see if it worked, my computer was dying at the time and would crash when loading up the game. I still have the files archived somewhere though. I wish I remembered who made the game part!! |
|
# ? Oct 2, 2020 23:14 |
|
this morning i was streaming some summer of screams ps1 haunted game jam (horror designed to look ps1-era) games to a friend on discord and I just wanted to recommend Death Flush, a game about being too scared to go pee. It is a bit scary and there's part of it that's kinda tricky but it's very funny and thorough for being made in a month https://itch.io/jam/haunted-ps1-summer-spooks/rate/746496
|
# ? Oct 3, 2020 17:19 |
|
I did ludum dare 47! My game is RESET HOOLIGANS, a short adventury game with a time travel theme. https://blaise-rascal.itch.io/reset-hooligans If you get stuck, there's a walkthrough on the itch.io page Any feedback would be appreciated!
|
# ? Oct 5, 2020 01:08 |
|
the hype is real, RESET HOOLIGANS owns
|
# ? Oct 5, 2020 01:10 |
|
nut posted:the hype is real, RESET HOOLIGANS owns although I cooked up a plan for the first level quite quickly, it was a bit difficult to target and slow down the hooligan since I'm using a trackpad |
# ? Oct 5, 2020 01:54 |
|
starbucks hermit posted:
On a different note, I think my biggest regret in this game, is that I wish I had drawn the "hooligan" character without the sideways ballcap. I think this is a problematic stereotype.
|
# ? Oct 5, 2020 03:26 |
|
blaise rascal posted:I did ludum dare 47! My game is RESET HOOLIGANS, a short adventury game with a time travel theme. my ancient browser doesn't support the game |
# ? Oct 5, 2020 03:54 |
|
Been thinking about power ups and obstacles in games. Any tips on how to instantly have the player recognise whether an object is something to collect or avoid? |
# ? Oct 8, 2020 15:51 |
|
mushroom = collect fungus = avoid
|
# ? Oct 8, 2020 15:53 |
|
can i make a game that is just writing its the only thing i can do
|
# ? Oct 8, 2020 16:03 |
|
nut posted:can i make a game that is just writing its the only thing i can do yo could make a text-based walking simulator |
# ? Oct 8, 2020 16:08 |
|
nut posted:can i make a game that is just writing its the only thing i can do you might want to take a look at twine. I've never used it myself but when I was thinking about doing interactive fiction it came up a lot as a good entry point for people who were more about writing than coding
|
# ? Oct 8, 2020 16:16 |
|
Chrs posted:Been thinking about power ups and obstacles in games. Any tips on how to instantly have the player recognise whether an object is something to collect or avoid? In hollow knight, the mask shards are floating white objects with a faint white glow. White and blue seem to be the main colors of powerups in that game (which, notably, is also the color of your life bar in your HUD) Meanwhile, in ori and the blind forest, the powerups are often yellow balls (but occasionally light blue, as in the energy cells) (and also there are those light green cabbage things) For comparison's sake, here are some environmental hazards in both games: So yeah, multiple techniques work here, but the trend seems to be: light glowy things are powerups, spikey dark things are obstacles, and BOTH are more saturated than the background. I'm curious; is there a specific example you're wondering about? e: I just realized that binding of isaac breaks the trend of "powerups are bright glowy things", as shown by the following image (the powerup is the heart in the bottom right). Meaning, again, there are many ways to do this e2: Here are two of my absolute favorite powerups: the coins from donkey kong country, and the strawberries from celeste. Both of these things are so juicy and fun to collect. Not really sure why, but in the celeste case, it helps that the strawberry has an amazing lil animation when you grab it blaise rascal fucked around with this message at 16:33 on Oct 8, 2020
|
# ? Oct 8, 2020 16:23 |
|
blaise rascal posted:I'd say there're probably multiple correct ways to do this! A carefully-selected color palette can work wonders, but it also helps if the objects make narrative sense (I would expect a spike not to be a powerup, for instance). Thanks this is really useful. I'm currently drawing objects for my game and in my game the enemies can one-hit kill you, so I wanted to make sure the player was always confident that they could collect the power ups the first time they encounter them. I'll post what I have soon. Fruit and things like that seem to be a common theme so maybe I go with something like that |
# ? Oct 8, 2020 17:29 |
|
|
# ? Apr 23, 2024 15:08 |
|
blaise rascal posted:To kick things off, I'd like to answer this question from starbucks hermit. Essentially, why have I chosen to switch to godot from haxeflixel? when covid first hit i was talking to an old friend about starting to make a game and we talked about godot a bunch, it seems cool. glad to know i have someone i can bug with godot-related questions
|
# ? Oct 8, 2020 17:34 |