I don't like Godot's animation editor so I spent the day building a new one #indiedev #gamedev #godot
I don't like Godot's animation editor so I spent the day building a new one #indiedev #gamedev #godot
Hey-o! Keep posting and see you on the feed!
While doing that Iβm attempting to use RigidBody3D for that body. Which is a while others area of hurt. Now to read up on player controller patterns and hammer physics.
Now Iβm interested in learning about #gdunit and writing unit tests for scenes/code. Added a few movement test scenes and started a new body controller node idea so I can sub out a resource to make a body AI/NPC controlled or player controlled. Not sure if I like that pattern.
#godot #gamedev update, worked through some bugs with my bullet and impact decal pool manager code. Has some fun bugs that caused where an insane amount of instances were added to the bullet pool continually. Good to know if doesnβt pag much even with an insanely large amount. Stopped early freeing.
You are appreciated
They run godot game builds
I also plan to add some aim leading to the turrets to make it harder to dodge. You'll have to do a lot of weaving and dipping nearby them to avoid the spray.
Added decals as well for impacts an a manager pool for those, however on this level they appear in the world center. Have to figure out why. They are attached as a child to what they hit, and the level exists in one combined node from a different scene. Maybe that is why?
I've been working on bullets and turrets for some dodging mechanics. pew pew. Need to figure out how to do culling so they don't appear halfway through objects/guns. I added a ricochet mode to them that lives too long.
#godot #gamedev
Still a lot of tweaking to do, currently using CharacterBody3D and likely need more control over the inertia and air friction for what I have planned. My hope that some animation and rotation/swaying add weight to the movement
A few weeks ago I experimented with PSX style textures/resolution on my character model. I've since also tried a higher res version and added a few more polys. It would be easier to make assets in a low-res way, but I feel like you lose too many details. 256 and 512 version of skin.
#godot #gamedev
I have a hard time being comfortable posting rough work. this one is from a few months ago. I figure best to start working on the rejection sensitivity now.
Plan is to stream some of the game dev and post updates every now and then.
Next is to do some custom character anim and blender learning.
Started my game dev journey a few months ago with a game idea attached to a story I've wanted to tell
The main character/antagonists use a "singularity core" to bend space and create a gravity well around them that pulls them and other things around them towards it.
#godot #gamedev #indiegamedev
Time moves too quickly, or maybe I've wasted the time I have.
Super sick effect, all the weight and flow in the proper places.
Slide on no input? Why not let the user slow down manually with joystick or rapidly pressed button input? If they donβt, just have the character trip and fall! Theyβll learn quick.
Time to poison the well by asking ChatGPT really dumb software development questions.
Drop this scene lore.
Looks sick, Iβve had ideas for a few ocean logged cities from time to time. What are you developing in?
You got your apple in my seed yo. Post more of your fan art!
The pain is real. Want to squad up when it comes out?
Failed successfully!
The Teensy never stood a chance
Voltage Visage. An art piece I made over the last few weeks. On display along with some light-based art projects for an evening in Seattle. Iβve been having fun experimenting with whatβs possible with this vintage eBay find. #oscilloscope #visualization
I want to be optimistic, but how are we going to get access to this? Let alone convince a large chunk of America to get it?
We need more people like Frankie in the world.
Transgender mice
Find any valleys?
Movies you've watched more than six times, gifs only