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Surprise T Rex posted:The one thing I get stuck on with Unity is coming from a software dev job, I get caught up trying to build a game like an enterprise app and tbh it's much better when doing small projects to just do whatever and worry about cleaning it up later. That's less a Unity thing and more a Game thing in general. I have a lot fewer tests than I should compared to the enterprise software I would write, but code is also regularly replaced and thrown out way more often. If something only gets called on a single level who cares if its not the most efficient or well-tested? (and that's why games are as buggy as they are lol, but its the only way to ship)
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# ? May 28, 2021 21:47 |
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# ? Apr 17, 2024 20:25 |
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Yeah and a lot of the time the answer to "there's a bug when this object is in this place" is "don't put that object there" (or alternately "Here is this one other object that somehow by existing makes this other object do what I want, so I put it here and nowhere else.") You can control most game environments that way.
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# ? May 31, 2021 09:53 |
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Soo, I've wanted to try making a game for a while but had no direction to go. I've done a few tutorials but never really continued past them or found a way to apply my knowledge. I have some vba background (3ish years) and a bit of python. I figured I would try Godot out as it was the closest to Python, and was surprised on how easy it was to get up and running and apply new ideas that I had. They had a game jam over the last week, so that gave me motivation to finally try making a game. The theme was Growth, and I figured a frustrating platformer would work great. This is what I came up with. Any possible feedback would be great! https://harminoff.itch.io/growth
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# ? Jun 2, 2021 22:55 |
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Harminoff posted:Soo, I've wanted to try making a game for a while but had no direction to go. I've done a few tutorials but never really continued past them or found a way to apply my knowledge. Nice! Yeah if you're from VBA you shouldn't have too much trouble learning Godot or Unity either. (Or even Unreal for that matter) Feedback: Menus work well but look a bit awkward, blue text on blue background isn't the most legible. Also a sprite-art background with smooth high-res text looks funky, either both should be pixelated or neither I feel like. The controls page didn't explain that you can double jump. This is critical to gameplay. Same with jumping on walls. Some notice of these mechanics seems necessary. If you want to be able to jump on the sides of the play field (is this intended behavior? The levels make it seem that's the only way to win) I would put some kind of border on them, make them actual walls so you can see there's a thing there to jump off of. The gaps in the levels you have to jump through starting on level 2 get really small, it was way too hard for me. Not sure if the levels are supposed to be in difficulty order but it feels demoralizing to get stuck so fast. Having the level instantly start after failure means you can't really process what you did wrong. When you hit the spikes, the game should ideally stop and say "you lose! try again?" and wait for the player to press a button to restart. That way you can "catch your breath" instead of dying 4 times in a row over and over until you manage to time the start right. Honestly though good work for a short week jam game. It seems like you came up with a few different approaches to how your game could work, each level is almost a different approach. If you wanted to make it better, I would add more levels that build up the difficulty slower, and have a series of levels that all build on the same concept (getting bigger to jump, avoiding getting smaller to jump, getting smaller as you go down, etc.) like mini-campaigns. TLDR: I played it, it didn't crash, no bugs found, and it was fun. Success.
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# ? Jun 3, 2021 02:11 |
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Some kind of explanation of how wall-jumping works would be good. It seemed quite inconsistent, to the point of being mostly annoying (on level 4/5 when it starts to be really necessary)
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# ? Jun 3, 2021 02:41 |
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Thank you for the encouraging words, it really motivates me to continue! The text is a very good point, and something I didn't even think about, so will definitely keep that in mind going forward. I actually have it set to triple jump, however, there is a bug where sometimes you only get two and I am not sure as to why. I watched a guy live stream playing it (which was great to see his frustration with the challenge btw) and he said having some sort of counter showing jumps would be helpful. While not necessary, I think it did give me the idea to bug test using a counter so that I could see where the extra jump is getting lost. In code there is a counter set at 3, and each jump it goes down by 1 until you hit the ground, in which it resets. Jump is set to (if spacebar just pressed) so really confused as to where it is going, but will work on fixing that! There really isn't a wall jump programmed in, but walls going up the side might be better visually as well to show boundary. The gaps are pretty small, and that is where the puzzle aspect comes in. You don't actually want to collect every power up/down as they are 1 to 1 related. Power down reduces your jump more than power up increases it, so if you take too many power downs, you won't be able to jump very high and make those gaps, but if you don't take enough you will be too big to fit. The livestreamer said that it felt unfair that they couldn't fit through some gaps, as visually it looked like they could, so the hitbox might need to be a bit smaller than the player to make that seem fairer. Having a countdown after you hit the spikes is a good idea. There already is a timer once you beat the level to give you time before the next level starts, so I could just use that for the spikes as well or just have a text popup to press r to restart after death (probably a better option?) The livestreamer kept dieing right away and not realizing it because on the first level there is no indication of what is going on, so this definitely needs to be adjusted. Since there is a speedrun element to it, it would also be nice to add some text if a new faster speed was done as well as the livestreamer didn't even know it was being timed (though this is also due to the weird aspect ratio I landed on and him not seeing the top) I think making it more of a phonescreen size and adding some mobile buttons on the bottom (left right jump) would be fun to do to see how it performs on mobile. Thanks again for the feedback, it's really motivating!
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# ? Jun 3, 2021 15:10 |
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Are there anyone who uses Unreal Engine who can help me figure out a work around for what seems to be a pretty big design flaw with Unreal? So in Unity3D the canvass for UI is present in the scene; I can click on it and see any scripts attached to it. I even think there's a view mode that shows arrows to any other game object with a script attached that references it. However in Unreal there doesn't seem to be any similar means of selecting a UI Widget/BP. So imagine I join a big, like five year ongoing project and they use Unreal. It's a big complicated project, there's like 500 blueprints; and at least like 100 Widgets. There is also no documentation about what the UI elements are called, and what BP's they are a part of. I can make an educated guess and search according to likely keywords but in some cases this is insufficient and I'm lost. Without having to ask anyone for what specific BP is related to a given UI element; I would prefer a way that if I see a UI element in the scene; to click Eject and then click on it to find out what BP is attacked to it. It seems really weird that Widgets/UI stuff aren't selectable and are basically invisible as far as the Outliner is concerned. If I don't know the name of the Widget/BP, I can't really search for it; is there a way that if I see a UI element, I can quickly figure out what I need to know about it?
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# ? Jun 3, 2021 22:29 |
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The Widget Reflector will probably help you with that. Edit: it's a bit wild, but the basic usage I have for it is to click the "Pick Hit-Testable Widgets" button, move the mouse over what you want to know the name of and hit escape so it stops picking widgets, then look through the names under Source until you find something your team made. The other option is to open the main UI widget, if you have one, in the editor and stuff should be clickable there. You sound like you're trying to click on things to get them to show up in the outliner while playing in editor, which I don't think you can do, normally. ZombieApostate fucked around with this message at 22:59 on Jun 3, 2021 |
# ? Jun 3, 2021 22:46 |
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Is there any kind of storyboarding software or something to assist with writing a story and scenes?
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# ? Jun 4, 2021 00:12 |
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ZombieApostate posted:The Widget Reflector will probably help you with that. Thanks! I'll give this a look next time I'm able.
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# ? Jun 4, 2021 05:36 |
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Thought I'd take some time tonight to give Blender a whirl and generate a couple of assets for my project, but holy balls is it different from what I am used to. Is there any software out there more akin to CAD, where you extrude/revolve/cut away geometry based on sketches?
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# ? Jun 16, 2021 02:11 |
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Boolean operators are pretty good with blender 2.9, it's definitely not CAD but it's the closest you're gonna get with the program. There's a ton of open source parametric modelers out there but I've never really used them. freecad is the one I see get mentioned the most.
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# ? Jun 16, 2021 02:29 |
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Empress Brosephine posted:Is there any kind of storyboarding software or something to assist with writing a story and scenes? What exactly are you trying to do with it?
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# ? Jun 16, 2021 07:01 |
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I don't really know about CAD tools but that kind of subtractive modeling is not unheard of in Blender. You add a lot of faces to your starter object and use them to chip away and screw around.
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# ? Jun 16, 2021 07:24 |
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Fuschia tude posted:What exactly are you trying to do with it? Just be organized and assign scripts and assets to a scene?
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# ? Jun 16, 2021 17:29 |
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Back with another game for another game jam! (I am loving these, and think they are a great way to learn!) My gf did the art for both, however found some tutorials so she is getting better at the art, and I've learned a ton about Godot over the last few weeks. This time we went with a platformer. Catagory was Adventure with a theme of "Forgotten Place" https://harminoff.itch.io/adventure-in-the-forgotten-pyramid
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# ? Jun 21, 2021 14:59 |
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Harminoff posted:Back with another game for another game jam! (I am loving these, and think they are a great way to learn!) My gf did the art for both, however found some tutorials so she is getting better at the art, and I've learned a ton about Godot over the last few weeks. Solid start. Controls feel a little funny, I'd make the player jump higher and it'd probably be much more satisfying. Ammo also felt WAY too sparse. I'd consider just nixing ammo entirely and having infinite bullets. I think I found a bug, I went through a door and then died and when I started the game fresh it spawned me on the other side of the door, not the start of the level. Or was that a checkpoint? I would also lower enemy health (hitting each enemy 4 times becomes tedious; make it 1 or 2 times. If that's too easy, add more enemies to compensate) and extend the invincibility time on the player once you get hit. And more enemy knockback always feels nice. Its a solid base for a platformer, but I think a bunch of tweaking to the gamefeel would make it feel much more fun to play. Good work though! Watch this, internalize it: https://www.youtube.com/watch?v=AJdEqssNZ-U Zaphod42 fucked around with this message at 18:42 on Jun 21, 2021 |
# ? Jun 21, 2021 18:40 |
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Zaphod42 posted:Solid start. Controls feel a little funny, I'd make the player jump higher and it'd probably be much more satisfying. Ammo also felt WAY too sparse. I'd consider just nixing ammo entirely and having infinite bullets. Thanks again for the feedback! It is really helpful. I made everything easy to tweak (in the editor instead of in code), so can adjust jump height/how much ammo you start with (or if it is needed at all)/ and enemy health pretty easily. I was trying to set jump height to be that you couldn't easily just jump over each enemy as well as make it a bit of a challenge to get to some platforms, but it can all be adjusted. Will lower enemy health for all or some and tweak that as well. Enemy's also have a variable to drop ammo and x amount which I can tweak as well. The door thing looks to be a bug, thanks for pointing that out! There are no checkpoints, so it should start you back over at level one. Will investigate and see why it's not. Going to watch the video now, and then update the game tonight. Thanks again for your help!
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# ? Jun 21, 2021 19:33 |
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Harminoff posted:This time we went with a platformer. Catagory was Adventure with a theme of "Forgotten Place"
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# ? Jun 21, 2021 23:50 |
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roomforthetuna posted:Sign at the top of a rope went into "looking at a sign" mode but didn't show any sign. I thought it crashed but pressing enter again resumed. Thank you! I guess I disabled the UI and forgot to enable that. Fixed but also... After watching that video and after Zaphod42's suggestions I've updated the game! Faster gameplay, more and faster bullets, faster enemies, more SCREENSHAKE! And Controller support! It does seem to play a lot better, so thanks! Let me know!
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# ? Jun 22, 2021 04:31 |
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Quick turnaround! Yeah definitely having more fun now that there's more ammo, I'm not getting suck as fast. You'll have to play around with the screenshake and knockback and other factors, and decide if you want to be more of a shooter or a platformer, but its a good step towards "juicing" the game with more feel. I actually explored most of the rooms and got to the boss this time, although the boss seems to have a tooon of hp!
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# ? Jun 22, 2021 06:43 |
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Empress Brosephine posted:Just be organized and assign scripts and assets to a scene? There's Articy:Draft which I like a lot. It's a little bit pricey but I think it's on sale on Steam right now and I think you can try a trial to see if it's what you need. Also maybe try Drafft on itch.io. edit: and maybe https://twinery.org/ Plastic Pal fucked around with this message at 09:31 on Jun 30, 2021 |
# ? Jun 30, 2021 05:43 |
Harminoff posted:Back with another game for another game jam! (I am loving these, and think they are a great way to learn!) My gf did the art for both, however found some tutorials so she is getting better at the art, and I've learned a ton about Godot over the last few weeks. Doesn't seem to work for me, I get stuck on a loading spinner (Firefox)
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# ? Jun 30, 2021 09:12 |
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Anyone got any experience/suggestions on car controllers? I'm thinking that gta5 or mario kart tier where players can generally keep the accelerator mashed 100% of the time but it feels real even though the game is in the background massaging variables to keep it playable. The main approaches seem to be the visible asset chasing a rigidbody that the player is controlling or unity's wheel collider. I think most of the paid assets are dressed up implementations of wheel colliders (and based on their demos will still require massive amounts of parameter tweaking because the default values feel like poo). But if you know of any other approaches that are worth playing with I'd love to hear about it.
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# ? Jul 8, 2021 19:01 |
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Osmosisch posted:Doesn't seem to work for me, I get stuck on a loading spinner (Firefox) Interesting, must be a godot issue but I'll look into it. Someone was trying to stream it and it kept crashing their stream. Works fine in Chrome, strange. Thanks for the heads up though, appreciate it!
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# ? Jul 8, 2021 21:58 |
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Are there any sprite sheet / tile sheet / pixel tools that I should know about? I want to: - Split a sheet of tiles (each icon is 16x16, there are 10 across and 100 down) - Make a new sheet, where each tile is 32x32, and the icon from the previous one is not resized, but centered or offset by a specific amount in that 32x32 tile space Ideally/optionally: - Also be able to make a new tilesheet by just click or drag individual tiles from multiple files into one, or reorder one I really really don't want to bruteforce imagemagick incantations until I lose my mind. Basically -> but I have thousands.
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# ? Jul 8, 2021 22:14 |
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you could do that in aseprite if you had all the tiles in like a big tile atlas, just by adjusting the sheet properties and doing a really big box select -> move if you have thousands of individual files i have no idea, sorry, i would probably rely on imagemagic or pillow
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# ? Jul 8, 2021 22:23 |
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This site proved pretty useful when I was loving about with tilesets and individual animations frames etc. https://www.birme.net/?target_width=200&target_height=150&auto_focal=false
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# ? Jul 8, 2021 22:28 |
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waiting for visual studio to finish updating so i can compile aseprite, will give that a go. they're in individual files unfortunately. I assume worst case imagick can just merge everything into one mega-sheet, and then aseprite can consume that mega-sheet into its pool
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# ? Jul 8, 2021 22:38 |
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I've used Free Texture Packer to turn individual files into sprite sheets in the past. It dumps out a metadata file along with the sprite sheets, so you can use that to look up individual sprites.
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# ? Jul 8, 2021 22:39 |
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You could just spit out a separate file of offsets, and then use that when drawing the sprites
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# ? Jul 9, 2021 21:33 |
Maybe there is a better thread for this, but it seems on topic to me. I've been getting into doing some game development using XNA/Monogame. I'm mostly into management/tycoon style games, so that's what I'm playing around with. For making tiles and sprites, I've been using Piskel. However, the biggest reason I'd been using it, the online saving feature, is going away. It's also a bit simplistic and a bit hard to work with larger tiles (I'm mostly working at 128x128), so without the online saving feature I really wanna find something better. Is there a good tool people suggest for this? Looking for free or one time fee rather than subscription like PS. Harminoff posted:Back with another game for another game jam! (I am loving these, and think they are a great way to learn!) My gf did the art for both, however found some tutorials so she is getting better at the art, and I've learned a ton about Godot over the last few weeks. I don't know why, but I really enjoy that the gun causes you to move a couple pixels back with "recoil". I don't know if this is common in platformers, but it was nice.
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# ? Jul 26, 2021 18:37 |
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wilderthanmild posted:For making tiles and sprites, I've been using Piskel. However, the biggest reason I'd been using it, the online saving feature, is going away. It's also a bit simplistic and a bit hard to work with larger tiles (I'm mostly working at 128x128), so without the online saving feature I really wanna find something better. Is there a good tool people suggest for this? Looking for free or one time fee rather than subscription like PS. I'd also love to hear what people are using for this! I've recently started using Aseprite for drawing sprites, and doing a little bit of tiling (tiling support is still in beta). It's honestly just okay for my needs (art for a sega genesis game). The saving grace for Aseprite for me has been its scripting system, so if I need something very specific for my needs it's been super easy to script up something myself. For example, I have scripts to export palettes/sprites/tilesheets into a format that I can feed to my sega genesis ROM. It took time to get working but it was worth it. My biggest issue is tiling support. So far, I've only found software that's good at one thing: either sprite work (most drawing software) or laying out tiles (like Tiled) but never both. Tiled is awesome, but it assumes that you already have tilesheets! Aseprite's beta tiling feature is kinda cool: you just start drawing stuff in the world grid, and if it finds any grid cells that have the same data, they get tied together as the same tile and added to your "palette"/tilesheet of tiles. It's still rough but I think it's promising. How do other people approach creating tilesheets?
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# ? Jul 26, 2021 20:01 |
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wilderthanmild posted:For making tiles and sprites, I've been using Piskel. However, the biggest reason I'd been using it, the online saving feature, is going away. It's also a bit simplistic and a bit hard to work with larger tiles (I'm mostly working at 128x128), so without the online saving feature I really wanna find something better. Is there a good tool people suggest for this? Looking for free or one time fee rather than subscription like PS. We have a pixel-art thread in CC that's very active.
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# ? Jul 27, 2021 01:59 |
If the biggest reason you're using it is the online saving, what about saving your images to Google Drive / OneDrive folders? Those automatically sync up to the
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# ? Jul 28, 2021 22:41 |
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Is this a common thing? That is, someone making a negative review, with comments turned off, just to ask a question? Like, it's trivially answerable. And if they don't like the answer, well, what did you expect buying a game in Early Access? I've only finished 10 levels so far, you're gonna run out of content sooner or later. Bleh. I'm annoyed because my reviews were doing great, like 93% positive, then I got a spate of negatives and they're dragging things down. I have 6 negative reviews: 3 bitching about politics, 1 from a player that got stuck somehow (the review doesn't make it clear), one that thinks the game is great but the presentation is lackluster (a view shared by many of the positive reviews!), and the above linked one. It's frustrating to get your score dinged on this kind of crap.
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# ? Jul 29, 2021 04:58 |
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Sartre wrote that “Hell is other people” and he was not wrong. Leaving a negative review just to try getting the developer’s attention for a question is some real bullshit.
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# ? Jul 29, 2021 05:23 |
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TooMuchAbstraction posted:Is this a common thing? That is, someone making a negative review, with comments turned off, just to ask a question? Like, it's trivially answerable. And if they don't like the answer, well, what did you expect buying a game in Early Access? I've only finished 10 levels so far, you're gonna run out of content sooner or later. Lmao the first one I saw complaining about politics doesn't even specify what their problem is. Gee, wonder why not! And what a surprise, it's got way more helpful votes than any other review. Whatever could be happening here. Blue Footed Booby fucked around with this message at 21:27 on Jul 29, 2021 |
# ? Jul 29, 2021 21:15 |
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What politics are there even in the game?
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# ? Jul 30, 2021 02:22 |
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# ? Apr 17, 2024 20:25 |
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Rocko Bonaparte posted:What politics are there even in the game? TooMuchAbstraction included the trans flag and BLM flags as potential things you can choose to put on your boat. Nothing makes you do it. Some people though, you know.
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# ? Jul 30, 2021 02:26 |