Sorry for the wall of text.
What do you guys dislike about the Godot UI famework? Seems like a pretty good system to make scalable GUI but idk.
In tutorials, it makes a simple menu fine. For anything more complex it falls apart and is prone to bugs.
I'm going to give a fictional simple example to explain what I mean. To make a row of 5 buttons, you put a container, put a horizontal divider node, then any button you drop in will automatically be sized sorted. Great! But when I apply it to a game, suddenly one button expands to cover most of the screen with the other 4 squished into the corner. "Just uncheck expand to fill." Now that button is squished and the rest are fine. "That's easy to fix, just check expand to fill."
In a more realistic example. Making start-options-quit buttons on a title screen works fine, but trying to make a Resident Evil style inventory system starts to fall apart any time the resolution is different. Or I can just lock the games aspect ratio, which would result in black bars on anything that's not 16:9 but at least the inventory doesn't break. I wanted an ammo counter on a gun (like in Halo) and the solution was "just use canvas layer, and then use that canvas as a texture". Of course, this didn't work.
Just recently, I fell down a rabbit hole of trying to get screen effects and transitions to work. All these fancy wipes, but the tutorials and docs are just drawing a big rectangle on the screen, and change the alpha value to get a fade in or fade out effect. But how do I do a wipe or a Zelda like screen scroll effect? "Just have a black rectangle and animate the alpha." That brings me neatly to-
Also, asking for help in Unity is obnoxious. You so very often get reply by some turbo autistic retard that can't even comprehend questions and make an answer in general terms. It has to be super specific.
"How do I do X?"
"Do Y."
"But Y doesn't do X."
"Don't do X."
*replies closed by moderator.*
My biggest success was a web game that got 17k plays and a rating of 4.6 with 18 votes on itch.io. So, very modest.
Congrats. My biggest success was a Half-Life mod that got 500 downloads in about a week, and now sits at around 1000.
of course he won't get anywhere on it's own. blindly copypasting code from a tutorial only gets you so far.
I get that, but this mythical proper way of learning to code evades me, and the few answers I get are some online course that costs triple digits to start.
It seems that there is talent here in the forum. How come you haven't banded together an give it another shot other than the Yandere Simulator clone?
I kind of did. That's what the Doom community mapping project was about. I'm also tempted to do a "8bit" jam at some point.
As for Yandere Simulator specifically. Such games are a large undertaking and I think that effort would be better spent elsewhere.
Cyclops Level Builder is a huge boon to Godot users
Never heard of this. Will give it a look.
Why did you switch? I try to use Unity and I have tons of assets, that are useful sure, but they often end up short due to making them work together or needing extensive coding. I can't code for shit and I'm only interested in making cool stuff, not coding.
No particular reason. My first game was written in C# I learned from a book, but it was my first encounter with Tutorial Hell as I couldn't make anything else with the knowledge gained. Then I made stuff in Game Maker 8.1 for a while and I learned a lot there. I still remember some free PDF with a black jet that taught me a bunch.
Since then I've bounced around as needed. Half-Life mods, Left 4 Dead 2 mods, Doom maps, I never got the hang of Unity or Unreal back then. I settled on Godot for a long time and have yet to find a meaningful replacement.
That sounds really interesting, never heard about those. If you ever need some pixels done I might be interested. You know what I can make.
GBStudio is a simple tool that allows you to make GameBoy games that run on real hardware. It uses templates and a simplistic interface. You can get it to do more, but it's like those people that turn RPG maker into a platform game. Impressive, but I don't see the point. It's clunky, and the performance isn't the best, but it's quick and fun. There's supposedly a bunch of such tools for old consoles. I know there's one for the MegaDrive that's more involved, and there's a Mario 64 level editor that works on real hardware.
Pico-8 (and Tic 80) are "fantasy consoles". The idea being they are like emulators for hardware that never existed. The appeal of Pico-8 is that everyone is stuck with the same restrictions and the same tools, it's about what you do with them.
Commander X16 is like Pico-8 in real life. It's a sort of beefed up Commador 64 made with modern off-the-shelf hardware. That was the idea anyway. It's been in development hell for years.
The appeal of these to me is that they are simple enough to learn completely, they offer great creative flexibility while also restraining you from making a game too grand. There's no squabbling over engine choice, or claims that people don't know how to program any more. It's mostly nerds making stuff for the amusement of other nerds.