#general-modding

1 messages · Page 16 of 1

merry lotus
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solid black

pure jackal
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Hmm

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I like it

slate python
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Yeah its much better

merry lotus
pure jackal
#

Here's my idea: have there be a crack in the wall behind the battery. Put the battery lower so the player needs to look down to it to pick it up. Once its picked up, have the eel eye be looking through the crack at the player. Maybe some light shaking and rubble, perhaps the crack gets larger? Something startling but not quite a jumpscare

pure jackal
merry lotus
#

yeah the sound isn't that loud and the thud isn't that impactful but I can change it later

pure jackal
#

Yeyeye

spare scarab
#

now u just gotta give it some depth cuz it currently looks like the wall is paper thin cute

merry lotus
#

oh right

pure jackal
#

Maybe some rocks in the crack that fall when the shake happens

rotund garden
lyric orchid
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hey

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is there anywhere i can get the ultrakill hud images

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im trying to make a tf2 hud for it

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theres no way im gonna do it correctly but its worth a shot

vivid lichen
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I will watch your career with great interest

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sadly Idk where the hud images are

pastel wharf
lyric orchid
lyric orchid
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I ended up just screenshotting the hud with a white background from the fog sandbox

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i have used 10 different background removal tools but I cant seem to get rid of the grey fog in the background

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honestly didnt think that it would be this annoying to do

signal wind
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Bruh i like how this server has "no datamining" rule while modding is also usually requires being able to datamine game you want to mod cursed

tranquil oracle
#

It's about intent, it basically just means "if you find shit that hasn't been announced yet, don't go and spoil people"

signal wind
blissful arch
pastel wharf
blissful arch
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quite some time ago yeah

#

it's a good chunk of the game's functionality

pastel wharf
#

I was waiting for you to ping after you asked if people wanted to test lol

cloud bloom
azure flume
#

1 x 1 metre beegpog

rotund garden
cloud onyx
#

Has anyone worked wit "wit" before? If so how do I fix syntax error 108?

fast vault
merry lotus
#

aequor is finished

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now i just gotta wait until eek3 to release it

cunning wing
#

aequor sweep

misty sparrow
rotund garden
#

you're welcome

pure jackal
pastel wharf
#

Can't wait to play this year's best horror game after banban4

wraith beacon
fast vault
#

Beautiful waterall

pure jackal
wraith beacon
pure jackal
#

cascading

fast vault
#

Very peaceful

somber fossil
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looks cool

merry lotus
azure flume
#

Turns out Aquor is a visual novel

merry lotus
#

you can fuck the fish

stoic smelt
slate python
#

Get your monies for making the best fish fucking game on the market, Plaz.

signal wind
ruby fable
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silly slime boss

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music and code by me, sprites from a texture pack i found :3

rich wind
humble dagger
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Anyone else really frustrated with Godot

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I feel like I keep tripping on fundamental engine issues

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Like the key hook to my game doesn't seem to work and it's a months long bug report on the GitHub page

azure flume
#

For me it's mostly skill issue

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If I can ignore the broken physics engine that allows things to fall through the floor 👺

pseudo cipher
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godot moment

fast vault
#

Man, I could've had a much easier time with making this level load and save system if I didn't allow players to load checkpoints from the menu

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...should've just forced them to play each level from the beginning...

earnest lily
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saving and loading

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🫂

humble dagger
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Like you cannot make a viewport material. It just breaks. Which is funny, as that's the main system I'm using for everything

humble dagger
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You just have to implement all of the members twice in unity. Like that's the secret. Make a class that stores all the data your normal class does, and can unpack/pack itself.

tranquil oracle
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The fancy terminology for that is a DTO (data transfer object)

humble dagger
#

I did not know that, neat

fast vault
fast vault
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I'm debating whether or not the explosive barrels should actually be physics objects

pure jackal
#

I'd say so

rotund garden
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The best cure for depression is kicking a red barrel and shooting it in the air

stoic smelt
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And manslaughter

fast vault
slate python
fast vault
pure jackal
#

like right now the explosion itself looks and feels heavy and powerful, but the barrel chunks are flying like they've been given a good toss/ push as opposed to a sudden blast

hard sonnet
humble herald
#

His own

slate python
# fast vault Any suggestions? I want these barrels to be *mmmm* finger lickin good

First, some rising smoke on the floor after the explosion. Would really make it looks nice.
Second, add more detail to the explosion particle, but I'm pretty sure its just a placeholder particle, eh?
Third, the sound. Its a little too low quality compared to every other sound, but once again, I'm sure its just a placeholder for the demonstration.
Lastly, smoke trails or fire trails on the barrel bits. I'm sure it'll make it look much better.

inner shuttle
#

making silly thimg with frens :)

pure jackal
fast vault
#

I'm gonna eventually tweak that fire to be more cartoony to fit the rest of our vfx

wraith beacon
fast vault
wraith beacon
fast vault
#

Gotcha. I was trying to keep a lot of the texture under 64x64, but I'll see if I can bump up the explosion res

fast vault
#

Anyone know how to make a simple lit shader that allows for proper transparency fading? I have this mesh here that has planes on the front, and planes on the back. I set the surface type to transparent, but when viewing it from certain angles, the far planes render over the near planes

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If I set the render face to "back", then it gives the desired effects, except that everything is now flipped, which is undesired

pure jackal
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Does "both" show up as an option

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Front back then both

fast vault
#

This is what Both looks like

cloud bloom
#

Does the material allow you to change ZWriting?

fast vault
cloud bloom
#

If you go into the debug inspector does Zwrite show up?

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Should be under properties/floats if its there

fast vault
cloud bloom
#

just making sure, nothing in here?

fast vault
cloud bloom
#

Nice, see if changing it to 0 gives you the results you're looking for

fast vault
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I can't change it. It doesn't let me

cloud bloom
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rip, I'm not sure what else to do in that case :/

fast vault
#

Ah, ended up following this shader tutorial for a dithering shader instead

pure jackal
#

Looks great!

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Nice and punchy

pastel wharf
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Very meaty booms

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What would a chain reaction look like?

fast vault
merry lotus
pastel wharf
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Incredible

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That's more than enough dopamine for the day

dusk burrow
alpine mesa
muted stirrup
fast vault
pure jackal
#

b balll

abstract surge
sonic cloud
spare scarab
#

YESSSSSSSSSSSSSSSSS

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im gonna download and just explore it

fast vault
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That's a damn fine trailer

azure flume
#

😮 so itch allows you to sell it, but steam doesnt?

merry lotus
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you gotta be 18+ to sell games on steam

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I'm 16

azure flume
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yeah i know

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itch doesn't care who sells on their store?

merry lotus
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I don't think so

azure flume
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I'll buy the remastered version on Steam in 2 years, ping me when release catsup

merry lotus
#

epic

sudden imp
indigo shard
#

peakquor

sweet mural
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currently making this a concept ref sheet

sweet mural
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wait oopsied i put this in the wrong chat

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thats very intelligent of me

humble dagger
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I gotta get a store page set up for my project somewhere but it's like

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I don't even know if I'll finish it

muted stirrup
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its UI nightmare

humble dagger
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I'll figure it out maybe

fast vault
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Using LUTs is definitely a really cool way to get some quick color grading in Unity

unique crag
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Lets mod a general chat

weak hawk
#

would a video of My Unity DooM mod project be okay to post here in general modding? no worrys if not. thanks for having me by the way im kinda new here.

humble dagger
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Go for it

weak hawk
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thanks

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I wont flood chat but i have a blueprint script hook for a unreal engine game called alien fireteam elite programmed in 4.25 that adds first person view to the game. also am porting DN3D to duke nukem forever 2011 with a level editor and a few other tools. also made a first person view mod for red dead redemption 1 essentially programmed in C. and a bunch of other mods stuff will share a few links in the next day or so. if you checked out my vid thanks for watching, still someone new here but i hope to stick around for a wile, thanks for having me.

hasty hollow
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print("")
end

weak hawk
pastel wharf
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you should gain it after speaking here for a while

weak hawk
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ah thats right ok. gotch

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ya. ill work torwards that first

fast vault
#

https://www.youtube.com/watch?v=JrW_PFHJdJ4

Holy hell. I thought visual coding was already kinda cumbersome. I can't even imagine the tedium of doing it all in a 3D space like Dreams

After three years of work I'm finally ready to share the first devlog for JP Operations! This is a fan made game not associated with Universal Pictures. Stay tuned for more updates and information.

Patreon - https://www.patreon.com/Krenautican

Devs:
Dex - @dexave2068
FUNKYMOTHA - @funkymotha5507

Join the Jurassic Park Operations Discor...

▶ Play video
misty sparrow
#

.ban @pure pelican annoying friend of the user that spammed my dms

slim lanceBOT
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:o: Banned da_parrot55#0 (Case #16045) (failed to message user: Cannot send messages to this user)

misty sparrow
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lol

earnest lily
sudden imp
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He’s a parrot

merry lotus
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like I saw a 3d platformer on a vinesauce stream like a year ago and if you told me that it was an indie steam game I would believe you

rotund garden
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I remember trying Dreams, because I bought the early access to it

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but since it was basically learning an entire new program, while I was already trying to learn Blender back then

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I didn't even bother

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  • sony could announce they're shutting down it's server at any point, so why bother
pure jackal
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didn't they announce it's not being updated anymore

rotund garden
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yep, after some day in september it'll no longer be updated

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Thank you sony, I hope making more cinematic slops is worth it

merry lotus
#

been doing some more stuff with the gloomwood fangame

probably not gonna finish it

fast vault
merry lotus
#

yeah they're the built in shadows

mint hornet
merry lotus
azure flume
#

Add a mimic to one of the chests

muted stirrup
azure flume
#

Is it realms deep time yet?

muted stirrup
pure jackal
#

Wasn't there already a realms deep this year

azure flume
#

No

humble dagger
#

Anyone got any tips for burnout

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I'm so close to done on my project, like 60% there

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but I just want to drop it and start another thing

pastel wharf
#

If you're not having a good time what's the point of a passion project

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Do something else in the meantime

humble dagger
#

I wanted to get it out before october

#

you're right, I was sort of just hoping there was a better trick

pastel wharf
#

If your passion is real then the motivation will come back in due time

fast vault
pure jackal
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@reef karma BLATER SPOTTED

reef karma
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holy fucking shit

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wait i dont recognize it

rotund garden
azure flume
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Could use some animation smoothing tho

pure jackal
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disagree

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in fact give it less smoothing

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no diagonal shit pure flat square sprite movement

merry lotus
#

attacking an enemy will cause all other enemies in a radius specified per enemy to become notified of the player

humble herald
humble herald
humble dagger
#

I am going to just start another project that's been burning at the back of my brain

humble dagger
# pastel wharf What project?

I kind of want to do a limited enemy set basic boomer shooter, focusing on enemies being used to push and pull where the player has to move, under a Dracula's castle kind of theme. I also want to try to focus on metroidvania-esq loopback level design but we'll see if I can clear the "make enemies and guns that work" hurdle first.

pastel wharf
humble dagger
#

Thanks. We'll see if I can get it off the ground

pastel wharf
#

How do you manage your projects btw

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Do you have a to do list of some sort or do you just wing it

humble dagger
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Oh I just wing it all

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It hasn't worked yet if that's what you're asking

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I haven't finished anything

pastel wharf
#

Maybe that's a reason as to why you may not finish

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Winging it is fun if it's a bite sized endeavour

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But for a large project it can end up being overwhelming and stop being fun

fast vault
muted stirrup
humble dagger
#

Honestly a huge part of the problem for my current (previous? this_saddens_me) project is that I did it in Godot, which I don't know how to use effectively

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I got stuff working but it's all super entangled and a huge pain to edit, and the right way to handle things feels utterly unintuitive

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Honestly thinking of crawling back to Unity

pastel wharf
# humble dagger I've yet to figure out how to plan a project.

Y'know how as a programmer your job is essentially breaking down problems to solve them with code?
Basically you need to do that but with the tasks at hand.
Making them simple and easy objectives to look forward to

As for your issue with godot sadly that's just a learning curve, big projects in new environments don't tend to end well

Get familiar with your tools with mini projects (personally I've found game jams work best for this part after learning the basics)

pastel wharf
humble dagger
#

I don't think it's just a learning curve issue, I also find it's an everything issue.

pastel wharf
#

Engines don't matter as much as people like to think

humble dagger
#

Like, the documentation reads so poorly

humble dagger
pastel wharf
#

Godot recently underwent a huge syntax change so that's why most of the documentation kind of sucks and this is only augmented by the lack of up to date resources

humble dagger
#

It's not even the syntax but there's just

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So many undocumented massive asterisks to everything

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Like, for example, viewport textures are currently 100% non functional

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Or how when generating a mesh, you can only pass custom information into a shader (in a documented way) using the color vector array, which has an implicitly defined clamp between zero and one

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My last project was a procgen map and I got pretty far, but I had to do a whole bunch of math to pass texture information into my shader

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It's all of the problems that FOSS has, but now it's a game engine that I want to use as a development tool.

#

Plus there's a whole bunch of super hard implicit ways you're supposed to do stuff. For example, I know you shouldn't, but at one point in a different game's development I was trying to iterate through all objects of a specific type and calculate how far they were. Easy enough, except not at all actually.

You have to use colliders in Godot to accomplish that. It's better, and the right way to do it, but its not documented and makes development really really painful until you figure it out.

#

Apologies for the rant you stepped on a bit of a land mine

pastel wharf
#

Apologize for what lol

humble dagger
#

Making you read

pastel wharf
#

Oh gods smite this man for giving me information for I shall never recover from this

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It's fine

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Plus this is what the channel is for right?

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Anyways

#

I'm not experienced enough to help with your troubles, I wish you luck wether you wish to crawl back to unity or to take a stab at Godot again

humble dagger
#

Let's be real, I'll probably stab at Godot

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But I might try to just get a gun system and an enemy system up to see what it feels like

merry lotus
#

new map texture by @pure jackal coming in the next aequor update

pastel wharf
sudden imp
#

Daammnn

fast vault
#

In your opinion, what are some must-have options in the settings for an FPS game?

pure jackal
#

Customizable Bindings are platinum for a reason, but they're a nightmare to do

#

asides from control options, FOV is definitely a must

azure flume
merry lotus
#

so far

i've sold 8

azure flume
#

Just get markiplier to play it

merry lotus
#

ok

how

azure flume
pastel wharf
#

You ask nicely

azure flume
#

But really, you get your best friend David Szszszszsyzsszmzanzki to casually mention this game to him

merry lotus
#

i sent a dm to david on twitter and he said he's gonna play it when he can

sudden imp
#

🙏

pure jackal
#

its gonna be at EEK3

fast vault
#

You could also give AlphaBetaGamer a send

pure jackal
#

hopefully that should give plaz a nicxe boost

merry lotus
# azure flume

brb gonna spend the next hour figuring out what to say

#

actually i'm gonna wait until after it's updated to send him a key

marble dust
#

gleefully awaiting markiplier playing aequor

merry lotus
#

if that actually happened I would scream

marble dust
#

remind me to buy aequor once i have a job

#

looks real fucking neat from the trailer

pure jackal
#

Mark hates the ocean

marble dust
#

Make him hate it more

fallen quail
#

what is considered a dll file? im asking because they always say something like download the dll file and put it in the plugin file but there is no dll file

cunning wing
cunning wing
#

the .dll file extension

#

i know that might be a bit suprising

merry lotus
#

wip top down view

you can switch between the 2 map views

azure flume
#

street view next?

#

Then sell the technology to google maps for 5 billion

muted stirrup
merry lotus
#

ok

how do I do that

azure flume
#

it will trend in itch once he plays it malicioushappy

#

It's a cycle !♻️

merry lotus
#

damn this circular logic

muted stirrup
#

lmao

azure flume
#

Play Deathloop or watch The Groundhog Day movie to get hints on how to break the cycle

muted stirrup
#

tbf its not that hard

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or it least it wasnt at one point

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but then again highest trending i got was like top 4 or 5

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and it was a free game so...

#

and that week i swear mark played every game off the top row cept mine lmao

azure flume
#

All the 'top selling' games on itch are 18+ lol

muted stirrup
#

of course lmao

#

basically if its free and its horror, itll get some traction or should do

azure flume
#

it's not free tho

muted stirrup
#

oh wait i just remembered it aint...

#

shit

#

honestly selling games on itch is fucking hard

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cos the majority of traffic is basically free horror games/major upcoming demos etc

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i just checked as well, compared to the 800k free games, there is under 60k paid games, so i guess if it starts to do well, far less competition

pure jackal
#

Eek3 might help

merry lotus
#

new battery texture

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i hated this old one

pure jackal
#

Synteks

#

Syn Tech

azure flume
#

SinTEK Industries

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By Elexis Sinclaire!

brazen copper
robust ridge
merry lotus
#

oh wait

#

there we go

pure jackal
#

@brazen copper

azure flume
#

Plazmining Corporation

merry lotus
minor bear
#

I’m looking for an open source solution to add in-game videos in q3 based game to replace ROQ with something more relevant. What possible options are there?

I think d3 bfg have .bik support but its proprietary format right?

merry lotus
#

goodbye mr bones

pure jackal
#

mr bones is dead

pastel wharf
#

They deaded him

#

So sad

fast vault
rotund garden
muted stirrup
#

jk ofc

rotund garden
#

it could potentially track pirated games as part of the installs lmao

muted stirrup
#

oof

rotund garden
#

it's finally happening

fast vault
#

Goodness me, is Riccitiello pumping and dumping? Say it ain't so

azure flume
#

This move is part of a larger trend for the insider, who over the past year has sold a total of 50,610 shares

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Looks like he just needs rent money lol

#

dumping 2k shares a month

cunning wing
#

john unity needs to be able to pay the team of magical seers he hired to find out how many people installed some random indie dev's game

pastel wharf
azure flume
#

as if the pirates wont patch telemetry out

#

hey, wait a minute, if i hate a dev I could actually build a tool that sends out fake telemetry claiming I installed the game 10000000 times?

merry lotus
pure jackal
#

Money

fast vault
#

Wait, is this because of the Unity Hub or the program itself?

pearl pilot
#

balls

fast vault
#

What version does that affect? Because I guess I won't be updating Unity anymore

tranquil oracle
#

I mean, the functionality for it may be in existing versions

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Unity Hub itself manages your license, so it can probably revoke it for any version too

humble dagger
#

Anyone remember how I was waffling over switching back to unity and being mad at Godot?

#

Welp, looks like I'm learning Godot lmao

pastel wharf
#

The stars aligned beegpog

fast vault
#

Think we'll be getting an Unreal port of Dusk?

keen bear
#

no

#

its extremely unlikely you will see increased unreal output from us

#

we may still have a few, but primarily we will be continuing to use unity, and if this does become a problem, the strongest liklihood is an inhouse solution, rather than relying on external parties

fast vault
#

That'll be interesting to see a New Blood engine

pure jackal
#

Bloonity

azure flume
#

Buy the rights to HROT engine catsup

sudden imp
#

It’s just pascal

azure flume
#

And unity is just C++

#

According to your logic

sudden imp
#

If that makes it easier sure

rotund garden
#

Godot is open source, right?
you could use it as the basis for your own engine?

#

or that's not how that works?

tranquil oracle
#

You can do that, yes

#

The code is open under the MIT license, which effectively has no real restrictions other than requiring attribution

true horizon
#

Also saw it said that it was made to get around the GDPR which if that's the case then I wanna know what the hell they're on at Unity

peak cave
#

Waking up to the new Unity news is definitely not a good start of the day

fast vault
fast vault
#

A Unity employee answered this on the official thread

#

They literally have no idea currently on how they'll implement this

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Meaning some exec told their marketing people to write that post without giving a thought about the how

merry lotus
#

school issued chromebooks are so fucking slow

rotund garden
sonic depot
#

this is why I always support open source

#

Godot, Ren'py, Stride (Actually Unity alternative that uses C#), Flax engine, Gdevelop, tiled, torque 3D and 2D

#

those are open sourced game engines I knew, I think there is whole list of Open Source Game Engines on Github

#

if you familiar with Unity, the only great alternative to that is Stride Engine; UI is similar to Unity, MIT Licence and open source, uses current C# and .NET version, supported by community, supported by Xbox (Microsoft as you know) and most of all... All plugins are free.

#

plus, made in Japan

rotund garden
#

Godot does support C#

sonic depot
#

but that's new

rotund garden
#

the second option

sonic depot
#

yup

sonic depot
#

I forgot to put it's site

#

and yeah, before the "Stride", it was "Xenko"

sonic depot
merry lotus
# sonic depot

ok but there's one question I have that will decide whether I'll check it out or not

is the y axis up

sonic depot
#

it's not my game btw, I just pulled up from site

merry lotus
#

like in unity +y moves the gameobject up

in godot the y axis is inverted

and in unreal the z axis is up for some reason

sonic depot
#

I see

#

I'm thinking to use this engine in future but I dunno it is or not

toxic hemlock
tranquil oracle
#

It depends on how you view the third dimension.
Y-up is natural if you take it as "2D + depth"

toxic hemlock
#

Z-up is natural because thats how it works in doom

tranquil oracle
#

It works that way in Quake and future id Tech engines too

toxic hemlock
#

this also means that Y+ is left

tranquil oracle
#

I have to convert between the two in the dusk sdk

toxic hemlock
#

ah right cos trenchbroom maps?

tranquil oracle
#

BSP maps

#

TrenchBroom is just a tool you can use to make them

#

It supports Source Engine BSP (to an extent) so you can even use Hammer + VRAD if you really want lol

toxic hemlock
#

if i cant use worldcraft 1.1 shareware its a shit sdk tbh

tranquil oracle
#

I mean, sure lmao

#

Those are just .map editing tools, then you just put that through a compiler to get a .bsp

toxic hemlock
#

u win this round

tranquil oracle
#

(without textures cause I aint ripping all that shit I'm lazy)

toxic hemlock
#

never notice the turnstyle and tables were just brushes

#

thats wild u even got the physics working

tranquil oracle
#

yeah it's just a func_physbox constrained via phys_hinge

#

so all I had to do was map phys_hinge to a Unity HingeJoint and assign the axis to it

cloud bloom
unique crag
sonic depot
#

For first time Godot C# verison users

#

irony is, Unity gonna pull up this shit on my Birthday

merry lotus
cloud bloom
merry lotus
#

programming is very similar to unity but i'm not a huge fan of getting nodes using GetNode

#

i wish you could just create a public variable for them and drag and drop like in unity

tranquil oracle
#

You could write a source generator to do that

#

eg, you'd write:

public partial class CameraLook : Node3D
{
    [Node("../player")]
    private Node3D player;

    [GeneratedNodeAccessor]
    private partial void GetNodes();

    public override void _Ready()
    {
        GetNodes();
    }

    public override void _Process(double delta)
    {
        Position = player.Position;
    }
}

and the source generator would generate:

partial class CameraLook
{
    private void GetNodes()
    {
        this.player = this.GetParent<Node3D>().GetNode<Node3D>("player");
    }
}
#

Side note I still DESPISE that underscore they have before certain functions in Godot's C# binding, I was hoping they removed that

indigo notch
#

Is there a reason to have the underscore?

tranquil oracle
#

Not a good one

indigo notch
#

That's kinda a dumb question.

tranquil oracle
indigo notch
#

Oooo, interesting!

merry lotus
#

neat

indigo notch
#

I need to follow New Blood on GitHub.

#

Done.

merry lotus
#

this is all very confusing

tranquil oracle
#

That generator looks for a function with [GenerateMemberFunction] on it, like this:

#

and it generates this:

#

So that if you have an ISteamClient* client;, you can now do client->CreateSteamPipe()

#

instead of Steamworks.SteamAPI_ISteamClient_CreateSteamPipe(client)

#

Makes it more closely match the C++ API

merry lotus
#

i'm pretty sure i get it now

#

so you just put the brackets on a variable and it generates code to assign it during compilation?

tranquil oracle
#

Yeah

merry lotus
#

neat

inner shuttle
#

it's just

#

GetNode<Node3D>("NodeName")

merry lotus
#

i managed to create a Node and GeneratedNodeAccessor attribute but now i'm kinda stuck on how to actually do the generator

tranquil oracle
#

Refer to the one for our Steam binding, ForAttributeWithMetadataName basically means "find all of the syntax nodes that have this attribute", and then you just filter those

#

The generator needs to be a separate project, it's a type of Roslyn Analyzer

#

I'd recommend joining the C# Discord and asking for help in the #roslyn channel too if you run into any walls

merry lotus
#

thanks

tranquil oracle
#

Also feel free to yoink any code from that generator if you need it

#

The code is MIT so you can already do that, but I specifically mean you don't need to do the attribution shit or whatever

inner shuttle
#

Export attribute will expose anything to the Godot editor

#

from there, Alt + B to rebuild your project

#

and you should see it come up

#

then you can click and select

#

behind the scenes it just uses the nodepath of whatever you choose relatively

#

sparing you the headaches

#

That's how I get away with these clusterfucks

#

the ranges dont do anything they're just a debug display btw

#

you can make some cool stuff in Godot i believe

indigo notch
#

Due to recent Unity shinanigans, I'm considering switching to Godot, would you guys think that'd be a good idea?

azure flume
#

Depends how much work you'll be throwing away in the process

indigo notch
#

I got no project in the works.

#

I almost started a new one, but haven't because of the situation.

azure flume
#

And second thing, ever planning to get a job 'in the industry' or just doing it for yourself?

#

Nobody is looking for godot experience devs so there's that to consider

#

Obviously this could change in the future, but as of right now, it's a gamble.

unique crag
#

Ive only tinkered a tiny bit with Unreal but afaik all you need to do is to just advertise Unreal Engine in the game's intro or smth like that?

wraith beacon
indigo notch
indigo notch
#

Payment!!!

#

Hiss!!!

unique crag
indigo notch
#

5%.

#

I believe.

unique crag
#

Ph thats not so bad

azure flume
#

0% on epic store sales

indigo notch
#

Yeah.

#

But that'd make it dead in the water!

wraith beacon
#

Yea 5% but 0% on EGS sales.

unique crag
#

The bigger share stealer would be Steam which is 30 percent, but I could easily just make a website about the game so it can be just 5 percent

azure flume
#

I mean you can do both stores

unique crag
#

Ah, would I get any share or smth like that if the game is like free?

#

That also goes for copyright issues and stuff which Ive been wondering for a while now, if my game is basically free with no transactions whatsoever but it contains content that is copyrighted, would I get sued?

azure flume
#

You could be, yes

indigo notch
unique crag
#

I see, good to know

indigo notch
#

Unless stated in a liscense that you can use it in that way.

azure flume
#

Plenty of copyright free assets out there on the internet

#

I wouldn't take the risk

unique crag
#

At some point I tried to do some form of a game but I was really unsure if the copyright thing would get me sued or not

#

Yeh its better if I just find public domain stuff and make the rest myself

azure flume
#

You'd most likely get a cease and desist letter at first and only get legal action if you ignore that

unique crag
#

I see

inner shuttle
#

Godot good

toxic hemlock
#

cool fucking site

tranquil oracle
#

unable to view twitter? I'm jealous

merry lotus
indigo notch
#

Looks sick!

inner shuttle
#

to me it looks like its an instant translation

#

that'll just straight up teleport you

merry lotus
#

that's how it worked in the original unity version of the game

basically it just casts a ray in the direction you're moving

if there's a wall blocking your way, you get teleported to the wall - your radius so that you don't clip through the wall

if there isn't you just get teleported a set amount in your move direction

indigo notch
#

Oh, are you porting over a game?

pure jackal
#

yes

indigo notch
#

Oh, Neato!

sonic depot
#

https://www.youtube.com/watch?v=N3oWEBRv9SE
The neat video for converting Unity Assets to Godot (if you have whole game on Unity with assets)

Today we will show how you can easily export from the Unity game engine to Godot, in just a few clicks. This process makes it super easy to use Unity assets in UnityPackage format in the Godot game engine, opening up Godot developers to a HUGE world of assets.

Links
https://gamefromscratch.com/move-from-unity-to-godot-engine-in-seconds/
Bundl...

▶ Play video
#

also on his site has same thing but in pics

#
GitHub

Import assets from UnityPackage files into Godot. Contribute to barcoderdev/unitypackage_godot development by creating an account on GitHub.

GitHub

Import .unitypackage and other assets designed for Unity Engine as a Godot Addon - GitHub - V-Sekai/unidot_importer: Import .unitypackage and other assets designed for Unity Engine as a Godot Addon

sonic depot
#

This event reminds me when Autodesk killed Softimage, everyone started to support Blender. When it happened, blender had bad GUI but later years and tons of support made Blender having modern GUI.

#

I think it will happen to Godot to have it

wraith beacon
#

Any enterprise that was using Softimage either stuck with Softimage and just made plugins for it internally, or moved to Maya or Max.

sonic depot
#

🤔

#

Maybe I remember worng but at last it's similar

fast vault
azure flume
crimson tapir
#

"Good break, but it's probably time to get back to work on my unity project. I sure hope Unity didn't do anything severely unethical and greedy while I was gone"

merry lotus
#

should I be using object pooling

#

I've never done it before

toxic hemlock
#

object pooling is for pussies

#

real chads just instance everything

azure flume
#

honestly they are so simple objects there is probably no point doing it ever

fast vault
#

I often forget that modern computers aren't running on 512mb of ram and an athlon

#

I always feel a little bad for asking my code to do a handful of multiplication problems

#

maybe some division on the side

merry lotus
#

same

#

i added dashing and smooth camera offset
dashing doesn't do collision checks before teleporting yet because idk how to do that in godot yet

also i'm learning how to do UI

#

so far i really like godot

sonic depot
#

it's great to see people started to like free and open source programs.

#

But maybe, maybe in future y'all gonna install Linux too, specially Arch Linux

#

Also to people who is gonna install Godot and wants future updates; it's on Steam too, so you don't need to get updates by replacing it's EXE file everytime. Steam will do it for you.

#

2D and 3D cross-platform game engineGodot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that you can focus on making games without having to reinvent the wheel. Games can be exported in one click to a number of platforms, including th...

▶ Play video
indigo notch
merry lotus
#

pretty good transition

I'm glad that godot has c# integration and also the node system was pretty easy to learn

#

I don't really like how godot launches the game in an external program instead of the editor though

indigo notch
#

Ooooo, gotcha.

#

I'm actually more of a fan of launching in a new window, personally.

toxic plinth
#

Is it because of uh.

#

The thing.

#

Honestly, I’m considering switching to Unreal.

merry lotus
#

ye

toxic plinth
#

Would anyone recommend?

#

The silence tells me there’s mixed opinions about UE5.

wraith beacon
crimson tapir
#

I'm actually looking at trying my hand at making Snowdown Arena as a source mod

indigo notch
#

Honestly the most based people are moving to Source.

#

Scratch that.

wraith beacon
#

If by based you mean dum.

indigo notch
#

Real game developers should move over to Wolfenstein 3D's engine.

stone idol
stone idol
merry lotus
#

i LOVE how godot has it's own built in IK system

#

unity had an official IK system in the animation rigging package but that took a long time to install and set up

crimson tapir
toxic plinth
#

What if I take the level of graphics down, or provide settings for low-end and mid-tier PCs?

toxic plinth
merry lotus
#

if uses gdscript but you can use c# with it just by downloading the .NET version of it

toxic plinth
#

I grew up with Unity, so I’m more familiarized with C#.

#

Never really heard of GDscript until now.

merry lotus
#

I like c# better but that's just because I've been using c# with unity for so long

toxic plinth
#

Guess I’m using C# then.

merry lotus
#

also I heard gdscript is like python so yeah c# is the way to go imo

toxic plinth
#

Good to know.

#

Does the Steam version of Godot use C#?

wraith beacon
merry lotus
toxic plinth
#

Going with .NET if that’s the case.

merry lotus
#

I downloaded it and opened my project with it and it said it couldn't open because it had c# scripts in it

toxic plinth
#

So, .net overall?

merry lotus
#

ye

toxic plinth
#

Aight.

#

Thanks.

merry lotus
#

👍

toxic plinth
#

Might as well test around Unreal and Godot, no harm messing around with them.

azure flume
inner shuttle
#

TestMove()

#

It'll basically cast an exact copy of your PhysicsBody's collider

#

at the specified transform

#

from there it'll simulate the motion - you can also pass a KinematicCollision3D object into it to receive collision data such as the normal, position, and collider body

#

That's how I do stair checks in my game!

#

The check basically positions the virtual collider on top of the step, and tries to move it along the step by the depth amount

#

if it encounters any collisions on its way, it'll return true

#

the method works the same way in both C# and GDScript, with the exception of different cases for methods

#

TitleCase in C# and snake_case in GDScript

#

You can also use Raycasts via code by referencing the PhysicsServer using a reference to the PhysicsServer/ space state, and feeding it a parameters object in an IntersectsRay call

#

this method is more frustrating though as you get a dictionary of the exact same data (collider, normal, position, RID) but without the quick member access you get with KinematicCollision3D objects

#

so rule of thumb, if the check you want to perform concerns specifically the character body or any physics body, use TestMove(), if you want to do stuff where you have to cast a ray, like for Hitscan weapons, use either the PhysicsServer approach or, more sanely, the RayCast3D node (less flexible when working with code, but works nonetheless)

#

you might sometimes want to turn on that recovery as collision boolean on too, as sometimes the initial testmove may not give you your result but depenetration will

tranquil oracle
#

A "TestMove" API is what I wish Unity's CharacterController had, you can move it and then move it back, but that will cause collision events to occur

#

I ended up needing to implement it myself

inner shuttle
#

oh TestMove is wonderful

tranquil oracle
#

(Since I needed advanced collision filtering for brushes in the SDK)

#

(Since a brush can be non-solid, but still block the player)

inner shuttle
#

Yep, makes sense

tranquil oracle
#

~200 lines of code that shouldn't have been necessary withered

inner shuttle
#

Godot has a lot of these really cool quality of life features, of course we have inbuilt ground/ceiling/floor checks too

tranquil oracle
#

Unity has those but they suck

#

lol

inner shuttle
#

Oh yeah here I just use them by default, never failed me

#

Also doing data driven is very easy and fun in Godot

#

I made a Motor resource which handles all of velocity calculations if you just give it velocity, input velocity (either determined by script or actual input), a ground check, a jump condition, and process frame time and

#

it does all of my movement processing (well, 75%) in a single line

#

meanwhile I can enjoy this human readable menu

#

the reason the numbers are so large in this screen is because I work with TrenchBroom for levels and I'm sick of thinking in units and Godot meters back and forth

#

so I just made a little tool that lets me to all my calculations in these units proper, and then spits out a value that Godot will be happy with and won't launch me into the observable cosmos

#

(By tool I mean I multiply by 1/32, but tool sounds like I actually did something)

#

I could just straight up divide by 32 but oh well

#

you live you learn

fast vault
#

Baby's first UE5 steps. Just dipping my toes in the water with weapon/camera sway, and playing sfx

inner shuttle
#

nice!

fast vault
#

I know Unity's a sore topic right now, but I finally got around to implementing a system to change the player's mesh/skins at runtime. No, there will not be microtransactions for any premium skins. All skins will be unlockable via coins collected in the levels.

limber bramble
#

hell yeah

indigo notch
#

Looks really sick!

sonic depot
#

looks so great

#

also

#

god dammit, everytime.

#

Someone said about C# and GDscript and which one of to start programming, what I can say is; as a C# and Python user, GDScript is easier if you want to start on game devs stuff quickly. Since it's Python based and it's very beginner type. To understand about GDscript, you start to learn Python first. Buuttt... If you master of .NET and C# (I'm not, I do small programs with it, still trying to be), it's ok to use Godot's C# version, but remember, it's new to Godot. Some bugs will happen.

#

if you still want C# based game engine, you need Stride Game Engine. Japan based game company's (who made Bravely Default with SE) open sourced game engine, supported by Microsoft for .NET and C# capabilities.

fast vault
flint plover
#

GET OUT OF MY HEAD

fast vault
# earnest lily blender?

Yeah I did the animations in Blender and exported. I read on the Unreal discord that importing fbx with animations have to be very specific, but I guess I need to go through the steps again

#

It's really just the end fingers that's having an issue

earnest lily
#

it just so happens to be my expertize

#

😎

#

can you show me the skeleton?

#

in UE and Blunder

#

if you remember to keep your armature object named "Armature" in Blender, Unreal will automatically cull that from the Skeleton for you as well

#

the export settings I use

fast vault
earnest lily
#

Huh, are the end bones gone from the Unreal skeleton? 😳

fast vault
earnest lily
#

that seems to look correct

#

hmm

fast vault
#

I got this when I imported the mesh

ruby fable
#

working on a singleplayer sandbox realmlike

#

this took a bit to get working

merry lotus
#

I love the animations

indigo notch
#

Yeah they’re really cool!

sonic depot
toxic hemlock
#

which RE game let u play as regina from dino crisis again

#

was it 3?

#

shit like that is awesome

#

dead space also does stuff like that, ds2 gives u the ds1 plasma cutter if u have a ds1 save on ur machine, and the remake gives u the level 2 rig ported straight from ds1 into the new engine

merry lotus
fast vault
sonic depot
keen bear
#

i wish it had better windowing/docking support

#

the layout is very frustrating

merry lotus
#

working on arachnidroids is fun but now i gotta go back to unity to finish the next aequor update

pure jackal
#

o7

inner shuttle
inner shuttle
#

in the very least an issue on GH

keen bear
#

It definitely should've been a higher priority, but I digress

fast vault
inner shuttle
#

Make sure to rightclick on the dummy and save it as a scene! then you can make a whole lot of them c:

#

also I'd probably give dummies some sort of a collision parent, maybe staticbody? or you could have them be rigidbody with axis locks so they ragdoll after you shoot them a whole bunch, idk

fast vault
muted stirrup
merry lotus
muted stirrup
inner shuttle
#

characterbodies are great for ai that has to do a bunch of stuff and for player controllers

#

however, i think that if you want to make a dummy giving it a rigidbody instead and having it plop over when you shoot at it enough could be satisfying

merry lotus
#

crosshair, 4 legs, and muzzle flash

crimson tapir
#

Hard restart number 4 baby!

#

Snowdown is coming to Godot

crimson tapir
untold sparrow
#

i wish i knew blender

merry lotus
untold sparrow
#

what

#

explain

#

please

merry lotus
#

the spider is spinning and the legs are working correctly and it looks cool

untold sparrow
#

ah

#

ok

#

how do you blender though

#

ive tried

#

i failed

inner shuttle
humble herald
fast vault
#

Added some animations, added movement to prevent weapon clipping against walls, blood particles on hit point. Kinda treating this like a weeklong gamejam to see just how much I can do in Godot in a week.

sonic depot
#

@untold sparrow I know what you going tru, I was like you, who don't know to use Blender but it's easy like Adobe Photoshop but yeah, Blender always uses shortcuts than pressing buttons on GUI (still you can do that btw), this tutorial will help you https://www.youtube.com/playlist?list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD

#

also here is Blender Shortcuts on Graphic

#

yeah, it's gonna take time ofc. I learned this software in 1-2 weeks from my french friend who does... NSFW models. Thanks to her...

fast vault
sonic depot
#

it's really helped me tho, I know it's little bit confusing

sonic depot
#

yes wooden donut

#

with glue

slender knoll
#

lmao

#

based

indigo notch
#

Delicious and Nutritious.

fast vault
earnest lily
#

I need to do blood vfx for my project

#

good reminder

merry lotus
sonic depot
#

I gave this to newthing

#

also I'm giving away this object to use on your game

#

can I send .zip file on here?

azure flume
#

Sure you can

#

Plazmin's game doesn't have enough wooden donuts!

sonic depot
merry lotus
#

i call this thing a "auradrone"

azure flume
#

roomba

merry lotus
sonic depot
#

keep it as easter egg

drowsy escarp
azure flume
#

Keep it as healing item!

sonic depot
#

^this

#

but smaller object

#

or maybe do big one gives 100+ but small ones gives 25+

fast vault
ruby fable
#

made in gamemaker :3

#

honestly as an aside, regarding the unity stuff, i would recommend gamemaker as a viable alternative to unity - though only if you don't mind the subscription model thingy

#

you don't really have to pay consistently, you only have to pay if you wanna build to an executable file

#

which is neat cuz then you can cancel your subscription after if you don't plan on releasing an update to your game in the near future

sonic depot
#

To all Godot users, if you want shader to your game

#

Also all shaders in this site is free

long leaf
#

might make a game. I think my last attempt was too big

#

godot obviously

sonic depot
#

I'm trying to make, visual novel with some interaction. ofc fully Python based RenPy I'll use. Sorry about the background, I did it so quickly to see how it does.

#

I wanna go crazy with this... Since this is same engine that used for Doki Doki.

#

yall know how doki doki had some crazy stuff to find out and solving puzzle things.

fast vault
#

Renpy is rrally cool how you can get a working game going so quickly

merry lotus
drowsy escarp
#

I’m wondering does Godot have a Real-time CSG equivalent? I know there’s the CSG stuff but for some reason it won’t let you remove the faces

tranquil oracle
#

I'm no expert on Godot, so don't take this as an informed answer, but as far as I know most people resort to using TrenchBroom and importing with Qodot. I haven't heard of a dedicated CSG level design plugin existing yet.

sharp vortex
#

Really fucking cool that Frictional Games lets you just straight up load the levels from Amnesia The Bunker in their level editor so you can see how they work

#

And the levels aren't really as complex to build as I thought, just time consuming

#

Might just have two editors up so I can see what kind of values they put on certain stuff so I can replicate it

sharp vortex
#

little room I made

#

mom said its my turn to play the xbox

inner shuttle
#

Or even straight up modify them using GDExtension

tranquil oracle
#

How extensive is the built-in stuff?

inner shuttle
#

let me pull it up

#

oh wait i can send you CSG docs page

#

It's pretty good for quick blockouts

tranquil oracle
#

I see, so it's moreso CSG building blocks, and the idea is that you would build level design tools on top of those

inner shuttle
#

And I love CSG polygon

#

If you make an interior scene, you can use a CSGPolygon node with Path mode to create corridors

#

And the corridor will go along the path

tranquil oracle
#

Part of me wonders how much work it'd take to fill those gaps for something built-in

inner shuttle
#

that took me like 5 min

inner shuttle
sharp vortex
#

the existence of Qodot is huge for me having just heard about from both of you lmao

#

makes me much more willing to try moving over

inner shuttle
#

it's great! I made a whole map with it, let me show you ingame

sharp vortex
#

ProBuilder was fine in Unity but it had a lot of fuckywucky problems at random

inner shuttle
sharp vortex
#

yeee that's some good shit, how does porting the textures of map/ uv work?

inner shuttle
#

it's literally 1:1

sharp vortex
#

like it just does it?

inner shuttle
#

any textures you apply in trenchbroom

#

will apply in Godot via Qodot

sharp vortex
#

bruh

inner shuttle
#

it's such a good system

sharp vortex
#

that's actually sick

inner shuttle
#

UV alignment and all too

#

also, in Godot you can type your imported meshes as the type you want them to be

#

so I imported my weapons as my Weapon type, which makes it so that they have hitscan shooting logic on import

#

No need to drag them into anything, it's literally. a weapon

sharp vortex
#

that is quite kooky

inner shuttle
#

the reason it works is because each imported mesh is parented to a root node

#

and you can choose type of the root node

tranquil oracle
#

Admittedly I'd be more interested in something more integrated though, i.e., editing the map within godot, which could save out a .map which I can then run through a Quake map compiler (or even integrate that into Godot too), and then Godot loads data from the resulting .bsp

inner shuttle
#

That's not impossible to add

tranquil oracle
#

Of course, it just doesn't exist yet is all

inner shuttle
#

Again, you have GDExtension and plugins systm

tranquil oracle
#

I'm tempted to see how much of my BSP loader could be ported to Godot after the SDK's out

inner shuttle
#

GDExtension is C++, Godot plugins are GDScript or C# and will allow you to literally like

#

modify the UI because Godot UI is built with the Godot UI System

#

that's how someone was able to just, swap the type of the FileDock from vertical box container to horizontal box container

#

and unity-ify it

inner shuttle
#

Godot is very pliable

#

there isn't an aspect of it you can't modify,

#

hell you can disable the whole built-in script window if you want

#

so it goes from this

#

to this

#

and I also just disabled all of Node2Ds

#

you can do that going to Editor > Manage Editor Features

#

this will allow you to filter out stuff you won't be using in your project, like entire viewports

#

and node categories

#

so if you're making a 3D game and don't intend on using 2D viewport for anything but UI, you can remove all of 2D nodes

#

and they won't pop up when you search for stuff

#

same if you're making a 2D game and don't intend on using any 3D - in that case, you can even disable the 3D viewport since unlike the 2D viewport you really have no use for it in 2D

#

that's what my friend did, they disabled Script and 3D windows and 3D nodes, and can now make their whole 2D game without additional bloat

#

also if you wonder why my font is the Unity font, it's because I can just

#

do this

sonic depot
#

Btw Godot has github and it's source code is out since it was open sourced. You can do any changes if you want! Hell, even make Godot to code only C++, slap different logo and call it "Bloody Engine"

#

God, I love Open Source

pastel wharf
#

FOSS my beloved

earnest lily
humble dagger
#

Be warned!

#

It comes with issues normal of FOSS

#

I feel like the old guy who stands outside of the labyrinth now

humble dagger
#

Big fan of it

#

It has caveats though that you need to be mindful of

inner shuttle
humble dagger
#

The issue with no draw colliders made my brain hurt

inner shuttle
humble dagger
#

There was a bug with skipped textures where the collision shapes would have all the nodraw points to (0,0,0)

sonic depot
#

ip grabber

pastel wharf
#

@paper vigil I just checked, this is porn, please delete

#

This user posted this all over the place

merry lotus
#
  • health bar (it goes down gradually just so i can show it working)
  • WIP enemy explosion effect (not on the tank)
  • reworked post processing
merry lotus
#

I'm not sure how to separate the dash and health bars though

#

like let the player know that one's for health and the other is for dash recharge

pure jackal
#

Health changes color from green to red

#

Dash is blue

#

Dash could also not be on screen until the dash is used, where its back until it fills, stays for a second, and if its unused, fades out

merry lotus
#

I don't think the red-green health bar would look that good

pastel wharf
pure jackal
#

Just green then

pastel wharf
#

Also as meatbox said making dash bar only appear when needed would also communicate that

merry lotus
#

maybe not even a bunch of icons

maybe just a circle that fills up

pastel wharf
#

Ye that'd work well

#

The info is still being conveyed in the same manner, just looks different

merry lotus
pure jackal
#

It should stick for a second, then fade

vagrant bobcat
#

My ultrakill like game will soon be released

fast vault
merry lotus
#

i still haven't really gotten the hang of it yet but it seems easier to use

#

like how in unity for progress bars you gotta set up a slider to make it non interactive and get rid of the handle

in godot the progress bar is it's own node

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I love that

#

kinda hard to stylize it though

humble dagger
#

been trying to implement a quake like controller in godot for a bit

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it's not going great but it's slowly coming together

rotund garden
#

lmao

#

anyways

fast vault
#

Plaz, for some reason I had a dream that you were showing a new minimap system for Aequor and it was some ridiculously complex system involving generating a whole duplicate of the scene along with crazy shaders

merry lotus
#

well

the map system does involve a duplicate of the map because I'm lazy and didn't know how else to do it

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but also I don't know much about shaders so yeah it was definitely a dream lol

drowsy escarp
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Does godot have a scriptable object equivilant?

#

Those things are really useful for making weapon and enemy stats

pastel wharf
#

And any node can have a script attached

drowsy escarp
pastel wharf
#

If you want a basic node with no functionality other than storing said script you can use the node known as Node

humble dagger
#

I really want to make a controller that can handle steps

tranquil oracle
#

A ScriptableObject in Unity is just a custom asset type (kinda like a component but on a GameObject without a transform or any other components on it)

#

So presumably you can just use a regular node in Godot to replicate the functionality

humble dagger
#

Godot doesn't super map 1-1 onto unity

#

I think scriptableobject is closest to a resource?

#

but I'm honestly not sure

#

Nodes are gameobjects though

drowsy escarp
humble dagger
#

if I make it ramp-only, which I've done in the past, I have to track down and fix every instance of stairs, or a lip, or anything on the map

#

It doesn't necessarily help that I'm also intentionally using a cylinder collider

pure jackal
#

Clipping brushes are probably way less resource intensive and issue preventative than getting a character controller to have its capsule collider treat stairs like a ramp

tranquil oracle
#

Yeah a ramp is the easiest and cheapest solution both from an effort and technological perspective

#

With the amount of time you'll spend wrangling with physics to get stairs to work, you could have just gone through and added ramps

humble dagger
#

But it's fun Happy

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Plus, genuinely, I like the feel more

#

This is also for a template more than a like, full game. I tend to whip up lots of little projects and spend a bunch of time on R&D when I re-make a controller. I sort of want this to be a starting point for lots of stuff.

muted stirrup
#

shud have this ready by end of week ainsley

sonic depot
#

This is biggest bruh moment I've seen

fast vault
indigo notch
#

I agree.

long leaf
#

my love for godot in the past has finally been vindicated

coarse magnet
#

damn I wish I can get into godot seems fun

dense inlet
#

Ive been trying to enjoy it but something about Unity clicks more than Godot for me

fast vault
#

I think for me, it's mainly becausr of how fast code compilation is (nearly instant) and how fast it is to start the game. Though I am using a small project so far so it could get worse as size expands

humble dagger
#

I keep stubbing my toe on Godot caveats tbth

#

It's kind of driving me nuts

indigo notch
#

Fanatical is giving away a group of books about programming for free right now.

#

Happy to say it appears Unity free!!

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They got one on Godot too!!!

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Haven’t actually read them yet, but they’re free so it’s hard to complain.

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One of them’s a hefty file though, 65 megabytes.

indigo notch
#

The embed image doesn’t have the books they’re just random.

indigo notch
#

Enjoy the free literature.

inner shuttle
humble dagger
#

Give me a little bit I can get a link to a paper

humble dagger
#

I used a shapecast for this. I'm using normal move and slide for all movement calculations

#

The shapecast returns a random point on the step, so I just update my controllers Y position when I get a step and call move and slide

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It does have an issue where at specific speeds in specific spots the controller collides for like a frame with the wall that I'm still working out

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Of note, the controller handles edges terribly and I'm not sure how to fix that. It's a move and slide + cylinder collider issue rather than a code one

inner shuttle
#

thank you

#

Also your gravity looks a little odd, how are you doing it?

#

I do mine as something like:

[Export] private float _jumpHeight   = 34;
[Export] private float _durationPeak = 0.33f;
[Export] private float _durationFall = 0.33f;
private float _jumpGravity, _fallGravity, _jumpVelocity;

// in _Ready()
_jumpHeight /= 32;
_jumpVelocity =  2f * _jumpHeight /  _durationPeak;
_jumpGravity  = -2f * _jumpHeight / (_durationPeak * _durationPeak);
_fallGravity  = -2f * _jumpHeight / (_durationFall * _durationFall);
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Also the reason I use 34 for jump is because I divide every value by 32 in code since it's easier for me to tweak values in Quake units than in Godot meters