Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

Pigdev

172
Posts
33
Topics
494
Followers
111
Following
A member registered May 16, 2016 · View creator page →

Creator of

Recent community posts

Nice! Glad you liked it 😁

Yep, and tweak them however you like.

Nice! Moon Cheeser is getting an update soon btw!

yes I am 😎👌

It was supposed to be shown only the first time, tho. Which browser are you using?

JESUS CHIRST WHAT DID YOU DO? 😂

Seriously tho, what happened there, do you remember the steps that led you to this bug?

Dá uma olhada agora kkkk

Acabei de fazer uma build com tutorial, testa na aba privada porque ele lê o cache pra saber se tu já jogou ou não. Ou então dá uma limpadinha no cache aí.

Cara que massa! Vou divulgar teu canal aqui ❤


Deixa eu te perguntar, eu notei que você não redirecionava as estrelas e os cometas. No game tem uma mecanica que quando você clica e arrasta você muda a direção do voo deles.

Tu teria algum feedback pra dar pra eu poder deixar essa mecânica mais explicita pros jogadores?

Na versão 1.0.0 tinha um tutorialzinho de 5 segundos se o jogador nunca tivesse jogado. Não sei se volto com isso 🤔

a e s t h e t i c

Awesome! Thanks a lot for the feedback :D

Ahm…I think this one will take some time to do. It has some dependencies I guess. What would be a good proof of concept for that in your opinion?

Thanks!

In our discord server we’ve been debating other alternatives. What do you think about:

Having one bundle with all experiments each being its own Godot Project each on their exclusive folder and having each experiment available individually for download

Yeah!

The previous approach with Area2D was meant to automatically “cancel” the pass through, but it doesn’ t make sense gameplay wise. So this approach is way better and simpler :D

(2 edits)

Hey there, I think I’ve been doing these experiments files in a weird way…

As for now, each one is an individual file with its own Godot project.

What do you think about bundling them all together?

I have some options in mind:

  1. A single Godot project with folders for each experiment (might cause some issues regarding the project structure, especially if I want to re-use assets across experiments)
  2. A single .zip with a folder for each experiment, which would be each an individual Godot project (quite inconvenient, but maintains a better structure)
  3. Keep it as it is (inconvenient since if you want more than 1 file you need to download, save, extract and import each .zip)

Would you rather 1 or 2 or 3?

Thank you, will do! :D

I mean, you can encapsulate the transition logic to a node that would be specialized in that. Hmm I think I have something to experiment with :D

(2 edits)

You know, when I was experimenting with tilting on slopes I couldn’t stop thinking that it is quite weird to have a character tilting on a slope, especially if they aren’t 1:1 proportion ratio.

I think it works kinda nicely for vehicles, or maybe characters that aren’t bipeds, right? Like an alligator…I guess?

I mean, no…it doesn’t make sense for organic stuff. Maybe for cars or whatnot.

So I was thinking about solutions for a biped character to animate on slopes, and I thought about using 1D Blend Spaces to blend between a walking animation and a “climbing” animation and using the blend space to interpolate within these animations depending on the angle of the slope.

So I’ve made a small experiment, I’ve created 2 animations, one where the character is “normal”, one when the character is fully “climbing”…I had to abstract it as just scaling the character on the y-axis, don’t judge me. Try to imagine a character on a better pose, like a person climbing a stair, I dunno, use your imagination.

Using the absolute aspect ratio of the slope’s normal, I was able to get the proper blend position and assign it to the AnimationTree node.

If you are curious, these are the lines that execute this logic:

func _tilt():
	var blend_position = 0.0
	if is_on_floor() and raycast.is_colliding():
		var normal = raycast.get_collision_normal()
		blend_position = abs(normal.aspect())
	anim_tree.set("parameters/blend_position", blend_position)

So, yeah I think that using the proper animations this can be a better approach to animate characters on slopes, as you can see the character blends according to the angle, so you can imagine a walking animation blending with a climbing animation where lower angle slopes don’t change the character pose that much, but with higher angle slopes the character changes completely to a climbing animation.

And note that since we can animate any property…we can export the character’s move_speed to the inspector and animate it as well, decreasing it in the climbing animation, and since we would blend between those animations, the speed would interpolate accordingly.

The possibilities are infinite! Anyway, that’s just some thoughts I had when experimenting with tilting on slopes.

Had you tried with ColorRect and AnimationPlayer, fading out, then triggering the get_tree().change_scene() method and then on the next scene fading in?

I’m going to make this quick experiment and report it asap!

I’ve just tested with a 4 and a 7 degrees slope and the movement looks fine

We’re in the same boat, brother. State machines are a nightmare to me, even tho I’ve got over them recently…

Anyway, I’ll make my research and see if I can come out with something. Thanks a lot for the suggestion!

Muito obrigado! Fico extremamente feliz sabendo disso <3

Hey! Glad to know it helped.

For tilting, I think you could grab the collision normal angle and rotate. But I’m not sure…could you make a request on the community page?

OK, epic.

I liked the fast-paced combat but it needs more strategy. Especially in the preparation phase. I’d suggest you to make the stats and items more meaningful.

In combat, it felt like nothing but Strength really matters. It seems like the “food” status doesn’t make any impact on the battle.

The art is very good tho, you could make the attack animation to improve the combat visuals as well as a hurt sprite or animation to provide a better visual feedback when you get hurt. Just numbers don’t tell who hurt who when they simunteneously attack.

Hey! Very creative approach to platformers with only two buttons, I’d never thought about that.

Keep working on it, it can even be a nice port to mobile. Those “on screen joysticks” are terrible, but if you manage to make your approach work with finger indexing it can be quite a nice approach.

Heh, there are 4 objects to repair! The first 3 are constant afak, just so you can get the feel of the game, after that some random ones appear. Check out @Spudcats video, some new faces show up there :P

Thank you so much for playing, nice vid btw. <3

Sharing~

(1 edit)

Nice!

It’s the first time I see the game being played by two players, nice strategy you developed!

Thank you a lot for playing the game. I’ll share the cool vid with my community!

(1 edit)

I’ll make an update soon and will provide a MacOS build, let’s see how this goes :D

In the mean time you can test it using the source provided, for that download the latest version of Godot Engine

Dang! 🤦‍♂️
Missed opportunity indeed :(

(1 edit)

Yeah, I understand that. At some point in the post I mentioned that it would definitely be the greatest approach if we had a "Followers" category in the mailing tool provided by itch.io. I think this is the best option.

I understand that devlogs are how you designed this gamedev-followers communication, but it is a bit different. When we write a devlog we often want to get attention from those not following us yet, taking advantage of getting the devlog exposed in the devlogs page, so is likely that people who didn't follow the project sees a devlog and decide to follow it.

Some times we want to deliver a different message to those who are already following the project, knowing that they already follow us, we can direct the message towards a less "convincing" message and just talk about stuff that are not that appealing to broader audiences, as a devlog is more likely to reach.

So that's the take I would suggest: allow us to somehow mail our followers.

that feature is totally already on itch, it is just lacking a special category. It is not sneaky things for god's sake please read the whole post before you comment nonsense.

regarding "email marketing is never going to work" I would like to request your data that supports this statement, as according to this GDC talk, it is one of the few things that actually works at long term:

(1 edit)

can you describe me how the moderators and players aren't in the control of the feature I am talking about? Or do you really want to ignore everything I said regarding the fact that we don't have access to players' emails because that's on itch.io's server we can only use general categories to add them to our email using itch.io's build in emailing tool?

(1 edit)

Please, point me a single feature in this platform that can't be abused.

Devlogs can.

Publish projects can

Feed can

Game Jams can

Please, just tell me a single one that can't. If you really believe that "can be abused" is a valid argument for not adding or remove a feature.

i I don't know how to do those, honestly. But I think would be nice to have all this integrated on itch, and exactly relying on itch.io to maintain this as a good feature, it already does it as I mentioned.

Also it would be hard to abuse it as well, itch.io already limit the amount of emails we can send, as I mentioned people can opt in and out of that easily.

It is not a complex request:

Add followers category to the built in email tool, there is nothing in this request that isn't already there, is just a matter of matching them.

I honestly can't see any problem with supporting this feature, even as a player, as long as, like you said, we can easily opt out.

As I pointed, it is a small addition to an already very tested and explored feature, that emailing tool, which itch.io has total control over and the player's data isn't exposed at all (as we can't see the actual emails, just the categories).

So basically it would be just a matter of adding a new category "Free download" or even just "Followers", in which only people that turned on "Follow" are included.

Then it could be debatable if everyone that downloads the game are automatically following and they can opt-out, or if we keep it as is and players can opt-in to that email category by following the project. Either are OK honestly

(4 edits)

I said how they can opt-out here:

if you disagree with that, there is an option on your profile to turn this off, and if I remember correctly, will turn off the emails from that feature I pointed as well, simple like that, actually I think you can even turn Itch emails on and updates from games off...

We can even rely on the "follow" feature for that. If "follow" is on, we can send emails to them, otherwise no

Regarding your 1st concern, as I said, please read the thread. We would be using itch.io's built-in email tool, in which limits the amount and quality of the emails.

In fact, further on you suggest that if I don't provide my email then I shouldn't get to play your "free" game.

Where did I said that? In fact I very clearly and explicitly said the total opposite of that:

As I said, I am not asking to force people to provide their emails otherwise they won't download the game, if this was the case I could just put the games paid and make a 100% permanent sale or make an unlimited Reward that costs $0 and turn on "New purchases & downloads require a reward", this would do the trick, but that's not what I want.

Regarding

Yes it does. Email addresses can be faked for the most part. It's been a common thing for a long time.  For example the place where  I work uses SendGrid. Do you know what you can do with SendGrid? You can specify a custom "from" address for testing. I can send you an email from cia@us.gov or from yourbestfriendsemailaddress@gmail.com . It's only when you look further into the email sender that it shows as a "fake" email address and a lot of people are unaware of how to check it.

All in all, itch.io confirms emails in any case, these are the emails they use for that built-in emailing tool

Please read the thread, we don't have access to the email, is all on itch.io's server.

What do you mean by email can be faked? That doesn't make sense, as I say, people can turn off this feature and is not a prerequisite to download the game to have an email, please read the whole thread.

It can be good or bad, depend on the perspective, for me it is good :)

(1 edit)

You can disagree with whatever you want, that's your opinion, this doesn't mean I shouldn't be able to do just because you have that opinion. But to make this clear, that's not what I'm trying to implement, this is already implemented by itch.io, so they already have what you so called "aggressive" marketing strategy built-in and already being used, if you disagree with that, there is an option on your profile to turn this off, and if I remember correctly, will turn off the emails from that feature I pointed as well, simple like that, actually I think you can even turn Itch emails on and updates from games off...

See, I think you are just putting your bias without actually thinking, just to be that "ohh I praise so much my internet privacy" standard. What I mean by that is: this tool that I pointed is a tool from Itch they are in power of deciding what this tool does or not, for instance, we can't send more than 1 email/week per project, they can turn this down to 1/mo for free downloads if they want. This is all already controlled by Itch, which you claim to trust, and thus this is not a "direct line to your private email", Itch is under all the control of this tool, if I send something using this tool I am almost sure they have access to that content, so if you trust Itch, you are already trusting what I'm proposing here, this is already available, this is already being used, I guess that never annoyed you, so why bother now? At the very worse scenario you can have a "player email" that you never look at, and tell itchio to use this email for updates 🤷🏻

I mean, all I want is to include free download to that feature.

if you don't have an email, then there is nothing to be collected then...my point is not to enforce anyone to provide anything, I really don't know your guys' point. Are you really getting the context of what I'm asking? Because it seems that you are throwing points that makes no sense for the sake of what I'm asking in this post.

There could be a per-game setting to force people to enter one

As I said, I am not asking to force people to provide their emails otherwise they won't download the game, if this was the case I could just put the games paid and make a 100% permanent sale or make an unlimited Reward that costs $0 and turn on "New purchases & downloads require a reward", this would do the trick, but that's not what I want.

As I said, if itchio already has their email and we have a tool to send email to people that downloaded our game, why not include free downloads as well?