Added edittable hats. Kinda imagining little modelling and decorating workshops, popping in on friends or whoever's public, trading designs.
Added edittable hats. Kinda imagining little modelling and decorating workshops, popping in on friends or whoever's public, trading designs.
OMG people are going to LOVE the new offset transform property in Godot 4.7!
It allows you to easily animate elements inside containers, even with the AnimationPlayer π
"I reeeeally wish I had an electric car, or roads, or an EMP right now!" from my #scifi adventure game Neofeud 2, coming soon!
Neofeud 1 is 70% off now! store.steampowered.com/app/673850/N... #indiegame #NoAI #HumanMade #retrogamer #steamdeals #art #artist #scifiart
Just a humble lever full of tween animations #indiegame #godot #gamedev
π₯² Haven't attempted netcode in years, so I'm pretty stoked right now!
Iβll add, lawmakers engaged in a moral panic about kids and social media want to destroy all of this and destroy open source software generally all so they can enact a mass AI surveillance state and censorship systems. And big ppl on the left continue not to mount a challenge to this!
In the dark, I'd find her 20 feet in a tree staring down at me. One day I found her just chilling next to a large water snake (they got along). I miss her she was the coolest cat.
I built / lived in a treehouse, working on games with my cat Soap. I built a screened in deck just so she had more room. When she got older, she got increasingly curious and learned how to use the ladder and became an excellent tree climber.
Experimented with adding sculpting layers at one point - but realizing I can just use blendshapes for doing that.
Found a solution for having uv unwraps consider mesh modifiers, which is a lot more pleasant to work with the garbled mess I was outputing before.
Modelling plugin became a bit of a monster to extend / maintain. Working on making it more generic, and splitting it up into box modelling / uv tools / sculpting / painting tools. Ideally it works with generic mesh instances. Started separating out paint tools today.
How to win in November
i'm wondering about porting the editor gizmo code to a gdextension that would allow for running them at runtime. i think the only changes that would need to be made is references to editor only nodes that would need to be slimmed. ideally you could just replace the extended class and have it work
I did end up using the stencil buffer somehow here. I think I'll release this tomorrow.
#godot #godotengine #godotshaders
Armature Editor
Build and edit skeletons inside #Godot
Features include:
- Auto weighting
- Bone Extrusion / Scaling / Subdivision
- Copy / Paste / Delete / Rename
- Spring Bone Chain and Collision authoring
Download here:
github.com/mishapsi/Arm...
I've been wanting to try what Alabaster Dawn's sprites do with this, which is attaching different sprite atlas's corresponding to body parts to each bone. Seems really neat if you have some 3D animation libraries lying around.
Made some updates to Piper's Cleric abilities tonight. You can now pick a known (or partially known) psalm from a list to get a guide of which notes to play.
Still some UX to iron out (ignore that I'm mixing PS5 and PC button prompts π« ) but it's getting there!
#godot #gamedev #indiedev #indierpg
Added
- copy and pasting bone chains
- scaling bone lengths
- renaming
- selected chain to a spring bone simulator
- add spring bone collision shape to selected bone
- spring bones are highlighted in pink
I am drunk on power after realizing Godot lets you embed textures in RichTextLabels, and well... ViewportTextures are textures. π€―
#GodotEngine #gamedev #indiedev
Itβs funny if you call PayPal or visa lines and bring this up asking why they claim βadult illustrationsβ is against their regulations but betting on the death of kids is totally fine. They donβt have an answer.
In fact yall should call them at least once a day with this :)
Auto weighting is in a good place, seemingly works well with flat planes so it's possible to weight capes etc with some smoothing options.
main motivation was to quickly add bones for spring bone enabled attachments, dangly bits for belts, but also cloth simulated bones. I think there'll be some kind of tagging system for spring bone chains, that autogenerated / update a spring bone simulator.
Some work on my armature editor plugin, I think it's in a good place for release soon. Added a right click menu with some options for extruding/subdividing/deletion. Extruding opens up a prompt for naming. Editing happens on the major viewing plane axis's, and transforms are snapped.
- Geometry can now help prevent self-intersection now which otherwise breaks the illusion.
- Maximum volume testing
In my sculpting experiments I had volume preservation by also manipulating neighboring areas of the mesh. Might revisit it for hard materials like metal
Love it π§
Thinking this could be a togglable mode. I kind of see a game built around scavenging materials, to bring back to your workshop. Object volume is limited by how much of one material you have +/-. With this mode adding some friction to the fantasy of being a craftsperson of sorts
not 100 on the feature selection with dpad, it's pretty hard to intuit with vertices, edges. a better approach might be to literally walk across the surface. might even need to implement planetary gravity just to jump across gaps which could just be fun
kinda want to experiment with making it have a physics body, updating only after operation ends, but having a sphere collider moving with the selection
pretty much just other way around, i pass position indices etc to a wrapper that fills in pmp surfacemesh to init. perform operations and return the surfacemesh data after each operation.