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Dragonforge Development

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A member registered Jul 03, 2024 · View creator page →

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BTW, I was doing a Zenva course yesterday and I was thinking about your evaluation of them. I realized that as a now seasoned Godot developer, I just ignore all the poor choices they make in coding, and take what's useful for me. They definitely have some good programming tricks IMO. However, overall I find GameDev.tv has better, more complete courses. They still have issues, like using @export variables when they should use @onready variables, but at least they don't pepper their code with hard-coded node references everywhere. You might check their courses out, though I have to say that while I found their Godot courses above average, I found their Blender courses to be stellar.

This was a creative game idea. I played for a while. The music and sound effects were good.

It took me a few deaths to figure out what was going on. It would have been easy to add controller support, and taken only a few minutes. Getting achievements didn't seem to make the game any easier to play. Perhaps this just wasn't my style of game.

Very creative, and good game loop.

This was a creative game idea. I played for a while. The music and sound effects were good.

It took me a few deaths to figure out what was going on. It would have been easy to add controller support, and taken only a few minutes. Getting achievements didn't seem to make the game any easier to play. Perhaps this just wasn't my style of game.

Very creative, and good game loop.

This was a really creative game. Nice ramp up of challenged and introduction of mechanics.

I would have liked to see controller support, which would have taken 5 minutes for you to add. Playing with a keyboard hurts my wrist.

Overall really solid game.

This was a creative story well told through the intro. The music and sfx matched the feel of the old school game. I liked that you added controller support.

The lack of checkpoints quickly became frustrating. Also the lack of joystick support, while making the game feel more old school, just made me give up earlier because playing a game with a D-Pad is uncomfortable these days.

Overall it was  very solid game.

So I played again, and got to the fishing. Sadly, at that point I could not figure out how to actually play any of my cards.

This game has a lot of potential, but spending some time highlighting what needs to be pressed and a tutorial in playing the cards would be helpful.

I'll try again in a bit.

This was an ambitious and creative game. The music was pulse-pounding. The voice acting added a lot to the exposition. The turn-based combat appeared to be well thought out.

I was confused by the red and green skills. They did the same thing, but I could only use the red ones. I played very conservatively because I didn't know health reset at the end of the level. On the third level the monster difficulty increased significantly. Something with 250 took me out even though I used all my items on it. I lost interest when I died. The voice acting was cool, but the sound levels weren't balanced when the level music was blasting, so was hard to hear at that point. I was at a bit of a loss as to how powers worked, how much damage creatures did, and they swung for a LOT. Some sort of tutorial or additional information about the game would have helped.

This game has a lot of potential, and is very impressive amount of work for a game jam.

So I tried the Web version and it worked without being cut off, but I could not get past the first page where you can randomly roll your pirate's name. I clicked on everything I could think of on the form.

I tried the download version again, getting the new one you put up 2 hours ago, and it's still cut off, only showing in the top half of my monitor.

Thanks. I took a look and it's definitely inefficient if you have to reset the material every frame. But it seems to work pretty well. How did you save the changes made to the material?

Thank you! I appreciate the kind words.

You're in luck then. Got to Project -> Project Settings. In the General tab, go down to the Debug section and select GDScript. Scroll on the right until you find Untyped Declaration and change the value to Warn or Error. GDScript will enforce strong static typing.

That's good feedback. I thought it was too loud too when I played today. I'll turn it down.

This was a straightforward game. Reminded me of a phone game that amps up speed. I got up to 856. The graphics, especially the menu going to the game were really nice.

The tutorial crashed my browser. I came here saw your suggestion of downloading the game and did that. The tutorial still froze and when it loaded, it said "Let's try that newspaper!" I did and then nothing, so I played the game. It would have been super helpful to get some audio feedback of when something was recycled correctly or not, because I was always looking at the next piece and I usually missed whether my points were going up and down. And I couldn't tell if some of the models were apple cores or doorknobs.

It was a solid game loop.

This was a pretty original concept. I got to 205.6 before I stopped. I found that I could just shoot down the middle and keep going indefinitely.

Since you are new to Godot, I'd recommend you try using GDScript even if you already know C#. It has a number of benefits over C# when it come to game development, and since the last few releases has closed the performance gap on C# in most areas as well.

This was as solid first game.

Thanks. Feel free to use what you want from mine, they're open source.

You could not do anything with the credits other than get three achievements. In my Day 9 devlog I explain about that. You can read my DevLogs here: Katamari Mech Spacey DevLogs

Can you give me more info on which item pickups were not volume adjustable? I spent half a day on that and I could have missed something.

I have a plugin for that if you're interested. You can use it or steal the code from it you you like. Dragonforge Controller

Yeah that was a solvable problem that I realized the solution to about 5 minutes after the jam closed. I actually spawn inside a drawn polygon, so I could've drawn a hole in the polygon.

Thanks for playing and I'm glad you enjoyed it otherwise!

This was a very ambitious project. The art was great. The characters were animated. I really enjoyed the music.

The gameplay was very confusing. I assigned all my peeps to jobs and after 5 days I had no resources. There was no guidance on where to start, nor any indication that anyone was "out of resources". I slowly got the idea, but the pacing felt slow. The mouse edge scrolling was nice, but it was kinda slow.

It seems like from the comments that others had a better time at it than I did. It definitely looked and sounded good!

Yeah, I was using someone else's code. I've made a number of 2D and 3D shaders. I prefer using the visual shaders rather than code because I like how it helps me structure my thinking and also see all the options possible. But really I had to learn how to write them in Godot's version of GLSL before I could effectively use them. I've found that converting shaders from Godot's GLSL into a Visual Shader really helps me understand how they're working.

Yeah I spent about 1.5-2 hours every night writing them. My brother said it would help me to get people interested in what I'm working on for when I'm selling my own games as opposed to working on other people's for money. I would also recommend you check out my (FREE) course on learning how to be a software developer through game development with Godot. There are only 6 classes, but I spent a 40-hour week on writing each one. I thought perhaps I could make money that way, but it turned out to be too much work so I made them free to the Godot community. Some of the code is not the way I would do things in Godot now, but it teaches a lot about the engine, as well as source control, unit testing, and a LOT on game design. There are a ton of links in there on object-oriented programming, the history of video game design and development, etc.

Oh that's really good to know. I can easily add a color uniform to the shader. Thanks!

I was having the same problem with the curved text, and I just let it go, as the color was really only important to me. The player wouldn't notice. I just checked and I'm not using a shader there, and the color worked in the plugin test. I'll have to do some more digging there.

This was a very creative, full-featured game. I played for quite a while. I really liked the tutorial. The sound design was good. You had a whole tech tree.

I got to the point where I was training for Food Safety and Forklift licenses, but they didn't seem to actually get applied to the characters. That was my only issue.

This was a really solid, well-rounded game! Congrats!

Emailed you.

I appreciate the thought and the code. I actually have a parallax scrolling background in the game that worked great with an image. It just doesn't work with the shader I'm using. The shader itself maintains the same look no matter how you move the texture it is applied to. So I was trying to work with the shader. Unfortunately, the direction of the shader only moved with a float. So I had to change it to a Vector2, then rotate it, then turn off the constant rotation, then do this:

# Given a player velocity, animate the starfield. func _physics_process(_delta: float) -> void:
     if Game.starfield_panning:
         var limited_vector := player.velocity.limit_length()
         var panning_vector := Vector2(limited_vector.y, limited_vector.x)
         #print(panning_vector)
         starfield_texture.material.set_shader_parameter("pan_speed", panning_vector * 1.0)
     if Game.starfield_acceleration:
         if player.velocity.x < 0 or player.velocity.y < 0:
             starfield_texture.material.set_shader_parameter("anim_speed", 0.75)
         elif player.velocity.x > 0 or player.velocity.y > 0:
             starfield_texture.material.set_shader_parameter("anim_speed", -0.75)
         else:
             starfield_texture.material.set_shader_parameter("anim_speed", 0.2)

The problem is it always looks like you're jumping into warp speed, even if I use really low numbers like 0.1 (instead of 0.75). In this case I think I just needed to rebuild the shader from the ground up - and it's a bit outside my wheelhouse.

That was suggested by someone else. It was on my ToDo list. It wouldn't have been as smooth as you're thinking though, as it becomes harder to turn and aim the more attitude thrusters you pick up.

(1 edit)

I really liked the crafting. The fact that you could combine things however you want was really cool!

I lost the first time on the second customer. Second playthrough I realized I couldn't really lost once I had some money. Where I was clicking was a bit iffy, so I just clicked a lot. Some crafting sounds would have added a lot to the experience. Being able to buy scrap with money would have been good too.

This is a really neat minigame, and would make a great full game with some expansion.

This was easy and straightforward to play. Fun little shooter. Took me a while to realize I could shoot through the walls too.

I could not figure out how to upgrade my weapons.

Really solid shooter.

This was really cool! I love making stuff. I would love to see the code for the painting 3D objects if you're willing to share. I made a smiley face stool. :) The 3D characters and little stories were cute.

It would have been nice if I didn't have to reload the game to try another object. I also had no idea what was going on at first because I started with the middle object. It wasn't until I did the stool that I understood I could paint individual pieces. I also noticed a bug where sometimes the left-click painted and sometimes it rotated, and I just kept right- and left-clicking until I could paint again. That was rather frustrating.

This was a really great start to a cozy game. I'd love it if you could do something with the things you decorate, like place them in your workroom to decorate it!

This was a very funny game. The sound design was AWESOME! I really enjoyed listening to the pirates mutter and grumble. You even had a custom icon for the game.

My biggest complaint was the controls. Having to repeatedly hammer the 'F' key was painful for my wrist. Godot makes it really easy to map controller controls. It would've taken 5 minutes. It also would have been good to have an alternative key like the Spacebar for the action. Beyond that, I was able to get ahead of the grumbling pirates and killed a bunch of ships, but they weren't delivering ammo fast enough and we died. So I'm not sure it's possible to survive the game. (Maybe that was a moral lesson about being ready as pirates?)

This was a really funny game. It has a lot of potential!

Here's a direct link: Katamari Mech Spacey Devlogs

Here's a link: Katamari Mech Spacey Devlogs

Thanks. Glad you enjoyed it. I'd love to know what you think would be better controls for the keyboard. I actually changed them a few times through development because of playtest feedback I got. I prefer using my controller personally.

More content was planned, but I ran into some bugs that prevented me from finishing what I had planned, including ship editing and randomly generated enemies. I talk about it in my Katamari Mech Spacey Devlogs if you're interested in learning more about my process.

Thank you!

Yes I added in the ability to restart the level to spawn new enemies. from the pause menu (Tab/Start) you can select New Level and you keep your ship and can keep going. New Character starts you with a new ship and new pilot, but you keep your credits. I added that on the last day of the jam. I crammed a LOT in the last day of the jam. I talk about it in my Katamari Mech Spacey Devlogs, expecialy my Day 9 devlog.

Making them stronger was going to come, along with randomly generated ships instead of randomly skinned ships. Alas, time. And the ship editing system that would allow you to spend your credits wasn't quite done.

Well funny you should mention that. If I'd had less bugs you would have seen that, because the enemy ships would be randomly generated instead of randomly skinned and would have dropped wings and hulls too. Also, you could have constructed your own ship and that would have affected where you started and how the other parts affected you. Plus each character was going to get their own starting ship. Alas. You can read about the journey if you're interested in my Katamari Mech Spacey DevLogs which I wrote every night after developing.

Fair Enough. I do the same thing. Last game jam I got 70 reviews by doing that. This one I did 30 in the first two days. I just found out itch compiled a page of all my devlogs for this jam if you're interested later. Katamari Mech Spacey DevLogs There are code snippets in there, as well as a lot of other information you might find useful as I see you're trying to do this professionally.

Also to be clear, the background is not moving in reaction to your movement. It's the asteroids and ships that do that wahen you hit them with your Frankenship. The background just moves in the same direction slowly, no matter what. Making it react to the player's movement caused it to look like you were entering warp speed and was even more confusing.

Absolutely! Turns out I wrote so many, itch made a page for them. Start at the bottom with Day One. Katarmari Mech Spacey DevLogs

I tried it again, and I could get one spider, then I'd eat something and it would die. I'd get another human, and then no matter what I did, they would die.

Thank you! I'm rally glad you enjoyed it!

I talk more about the localization (languages) and settings in my DevLogs which you can find at the bottom of the game page. They are all addons I developed after my first Godot Wild Jam where I saw people using a game template. (Again, more about it in the DevLogs.) I developed my own.

Yeah I made each part of the ship actually interact with the player and add their forces to the ship. I was very proud of that feature.

I'm really glad you enjoyed it! Thanks for the feedback!

Thanks for playing! Yeah, the ship felt sluggish because I got a lot of complaints that it was too hard to stop. So I added two Inertial Dampeners to the ship. My plan was to make a separate starting ship for each character, but I ran out of time.

The station does appear on the radar. Do you mean if you get too far away from it, pointing where it is? If you take a look at my DevLogs I talk about the pains I went through to make the background scroll. I lost a whole day to it. Which is why things like the radar zoom didn't get implemented.

Yeah, I went into it in detail in my DevLogs, but I've been dinged before for bugs I knew about about didn't fix over adding features, so I went the other way this time and spent a whole 2 days just stomping on bugs. I had a whole design system where you can drag parts onto the ship at docking points, and then was going to use those for the katamari effect. Lack of time led to the cool Frankensteining thing though.

Yeah I haven't used Kenney's stuff much other than for control icons, but I saw this pack and thought it'd be fun, plus I've never made a space game.

I'm glad you enjoyed it. Thanks for the feedback!

Oh I didn't think to try that. If I get a chance, I'll give it another go.