#How to make null bossfight in Baldi Godot 4.4 port?

1 messages · Page 1 of 1 (latest)

somber fern
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So, I'm using Sharb's Godot Baldi port, and I wanna make it so that when you're about to get the last exit (in a specific mode) Null will spawn in the last exit and block it. And next to null will spawn a projectile which you can throw to damage him. And when you throw the first projectile at him, he starts saying his speech before following the player. And some other projectiles spawn. (I also forgot to mention the UI disappears when the bossfight is triggered)

If you want to know what it looks like, it looks like this:

https://youtu.be/h4jEF6m4_bA?si=TpBPs6neHAromw8E

Gameplay Of The Baldi's Basics Classic Remastered Null Battle

▶ Play video
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And I forgot to mention I don't need the walls shaking nor the captions of the original game.

desert blaze
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you wanna remake that? like idk this is such a spefici question

desert blaze
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idk. youd have to find someone who knows about this port

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its kind of a weird question

desert blaze
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you hve to figure that out yourself

somber fern
quaint silo
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break it down into a series of effects (sounds like you have started on that) and figure out how to build each of them.

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  1. Detect when you're about to get to the last exit. <-- Area3d?
  2. Spawn a boss fight <-- a packedScene of the boss character
    2a. And block the exit <-- enemy movement behavior
  3. And spawn a <-- a packedScene
    3a. projectile <-- rigidbody? Something that moves, and collides...
    3b. that you can throw <-- the player has a pickup area3d to detect the projectile, and a keybinding for pickup, and some UI to tell them to pickup, and a remotetransform3d to move the projectile while they're carrying it, and a keybinding to throw
    3c. to damage him <-- back to projectile. Damage logic, hit point logic.
  4. And when you throw the first projectile at him <-- the projectile sends a global signal each time you throw it; Null is listening on the global signal bus for projectile throws and ...
    4a.he starts saying his speech before ... <-- there's some animation for giving a speech
    4b. following the player <-- and then the enemy AI changes
  5. and some other projectiles spawn <-- packedScene, something listening for the proper event (maybe: enemy finishes speech?)
pale vector
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Man the wall shaking logic is one of the easier bits; I was gonna explain how they did that. XD