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Arvid ☠️

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A member registered Dec 31, 2020 · View creator page →

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Okay, today I tried it and wanted to leave a short note about it.

Long story short, there’s a good reason for not having a MacOS export, Godot Valet is just not ready-to-use for MacOS users.

It needs some adjustments in the version manager part of Valet at least. Selecting the path to Godot executable in the create-godot-version-dialog.tscn needs to function differently, because the file dialog currently filters by .exe files which isn’t suitable for MacOS, not to speak about the fact that something like the “Godot.app” file actually isn’t a file on MacOS, but a directory. That would require some more changes under the hood, I guess.

Who knows what else needs to be done to make everything work as expected. So it’s not only the export itself which is missing. (Nonetheless a very cool tool, I think, regardless of the fact I can’t actually use it!)

Before someone asks, unfortunately I am lacking some time to help out fixing that. Thus some other Apple users need to jump in. 🙂

…Oh, yes. Stupid me couldn’t even read the whole description text where the GitHub repo was linked:
https://github.com/graydwarf/godot-valet

Thanks again. 😅

Oh, wait. I didn’t see the link to the repository. Thanks for pointing out, will have a closer look. 😘

(The gatekeeper isn’t a problem for me anyway since I’ve spent that money and got a developer account recently.)

godot-valet community · Created a new topic Export to MacOS

Since I watched your YT videos where you’re using Windows, I assume you’re not having an Apple device, right? Thus I can understand if you just can’t build and test a MacOS version without fearing everything breaks. Let me ask you anyway. Is it likely that Valet will be available for MacOS at some point?

This is so great! Love the idea and implementation! <3

The in-game manual is self-explanatory. Press ANY key to take an item, press the SAME key when delivering it. It’s basically a memory game. That’s the gist of it. Nice idea. I liked to playtest it.

Unfortunately can’t try it out as a MacOS user (yeah, shame on me 😉). But I wish you a lot of players and excellent reviews! 😘

Thank you very much!

(2 edits)

First of all some background about my personal jam history, so that you can understand my question a bit better: Up to now I only joined one (yes, one as in “1” and “uno”) jam ever. That was a local jam at my university. I have been working in a team. We used private Git repositories. And it’s already 6 years ago.

That being said, the KitJam is kinda my first jam ever (that I am joining solo, at least). Also, I am going to use a GitHub repo. It’s currently private, but I will change it to public soon, I think.

So, here’s my question:

What do game dev jammers (is that the right word? or would you rather say jam participants? – whatever, you know what I mean … so, do people joining jams) usually upload their stuff under some certain license like MIT, Apache or even CC0?

What fits best the requirements of joining a jam? As a software developer for a living I love the MIT license, because it’s sort of super open source. When using a lib being licensed under MIT you can do with it whatever you want, you just need to credit the original author, that’s basically everything you have to keep in mind. With CC0 you don’t even have to credit anyone.

What do you guys do when it comes to licensing (in a jam)?

EDIT: The more I think about it the more I am likely to use a Creative Commons license, but the question won’t change (because curiosity 😉).

(2 edits)

Sorry for “spamming”. I just cannot stop thinking. Here are a few more ideas:

  • Greek architecture
  • Japanese temples
  • Ancient ruins
  • Alien technology
  • Industrial revolution
  • Automated factories
  • Exotic fruits
  • Extraterrestrial environments
  • Tropical huts
  • Clothing

Just to have that said, a cool idea is to combine two (or even more?) of all suggestions posted above.

I mean, imagine how the level kit you’ll be building should look like if you combined these:

  • Abandoned and Cityscape
  • Miniature and Airport
  • Race Track and Space
  • Race Track and Pirate Adventure
  • Race Track and circuit board
  • Old Western and toy shop
  • Steampunk and Garden

There are some exciting combinations! See the three combinations of race track, for example, each of them is absolutely unique and requires you to think totally different about the style, also about the workflows.

Or think of your own categories or places. E.g. think of … I dunno … a sports stadium. Combine it then with a theme suggestion from above:

  • Pirate Adventure sports stadium
  • Underwater sports stadium
  • Dinosaur sports stadium

The same goes for any other thing you’d like to create. Here a few more ideas.

  • cars (or single parts to build cars with like different chassis, wheels, bumpers, spoilers etc.)
  • traffic structures (streets, traffic lights, bus stops etc.)
  • boats
  • characters
  • weapons
  • robots
  • war machinery

Just think of combining these with … woah … my head explodes. … Pet shop robots. Dinosaur weapons. Traffic structures in caves. … 🤯

  • microscopic world (cells, amoebae, viruses, …)
  • toy shop
  • circuit board

He is so cute! Great interpretation of the Godot logo.

Even though I knew that I’m gonna be the red cube after being hit I somehow had to “recalculate” my brain for being the predator now instead of the prey. The switch between red and blue is a real challenge for the brain. I guess, that’s the actual idea of the game. If yes, then well done!

I like the change in music when changing from blue to red and vie versa. But some visual indicator could support the switch even more.

For instance you could change the background color. Give it a blue tint when being hunted down. When being hit by the red cube and therefore being reborn as red cube yourself you could just fade the background color to something slightly tinted red instead of blue.

That way the player would get some visual feedback of what’s happening (more obvious feedback than the health hearts only).

Or add some “loud screaming” labels when being reborn like: “Get him now!” or “Flee! He’s after you!” … something like that. Maybe also color the labels accordingly.

Other than that, challenging game. Playing the blue cube is easier. Once I thought “hey, that’s almost too easy”, the red one got me instantly (happened twice). Playing the red cube is harder, I think. The blue cube’s AI is pretty good. Or maybe playing the red cube is too slow?

I like however that you managed to implement the kids game “tag” with just two cubes in a small app.

That’s an invite I totally follow, because I am also a Mac user.

Yeah, I initially even had in mind to write “developing” but I somehow thought “deploying” would also be fine. Seemed to be wrong. :D

Very cool idea! Love the stress that is deploying (is that the right word for that? sorry non-native speaker over here) rapidly after a few speed boosts. The music and its increasing tempo also intensify the game pretty good! Well done.