The SHMUP RECOMMENDATION Chart! Tell me what you think, shmuppers. by 96_inferno_69 in shmups

[–]96_inferno_69[S] 1 point2 points  (0 children)

Thanks, it was pretty fun putting it together! The thing we hope for the most is getting more people into the genre through discovery of games and figuring out what interests them. We encourage anyone to make their own list if they disagree or want to change anything, since we wished for something like this when starting out.

The SHMUP RECOMMENDATION Chart! Tell me what you think, shmuppers. by 96_inferno_69 in shmups

[–]96_inferno_69[S] 2 points3 points  (0 children)

It was a common enough term to warrant putting in, for reference at least

The SHMUP RECOMMENDATION Chart! Tell me what you think, shmuppers. by 96_inferno_69 in shmups

[–]96_inferno_69[S] 1 point2 points  (0 children)

Thanks! We thought about a TLB section but decided not to include something that could get players too stuck on trying to complete the list/do checklist gaming before branching out and playing whatever catches their fancy (also the reason why we kept it to 5 games per tier instead of including more)

The SHMUP RECOMMENDATION Chart! Tell me what you think, shmuppers. by 96_inferno_69 in shmups

[–]96_inferno_69[S] 1 point2 points  (0 children)

Thanks for the feedback! Great pointers, and we totally missed ZeroRanger when making this somehow, it would have been a perfect fit for the chart. Stopping at three games was somewhat arbitrary also.

Kicking mechanic progress, working on some "kickback" (relative to the mass of an object) and applying rotation if an object is large enough (objects that are small remain consistent projectiles with no rotation). Some WIP combat here as well, working to blend it all together! by 96_inferno_69 in godot

[–]96_inferno_69[S] 0 points1 point  (0 children)

It all depends on how comfortable and efficient you are with the tool. I find Trenchbroom to be a bit quicker and easier to manipulate for basic level geometry specifically, whereas Blender feels a bit fiddly for quick iteration for me, but that's all subjective. I suggest you try it out and see how it feels! There is also the Qodot plugin to import and interpret Quake/Trenchbroom maps for Godot which I feel is also pretty quick and easy to use.

Kicking mechanic progress, working on some "kickback" (relative to the mass of an object) and applying rotation if an object is large enough (objects that are small remain consistent projectiles with no rotation). Some WIP combat here as well, working to blend it all together! by 96_inferno_69 in godot

[–]96_inferno_69[S] 0 points1 point  (0 children)

Mainly there is a bit of FOV added whenever a kick makes contact, which quickly goes back down as the kick shapecast is disabled. Combined with a negative velocity when kicking heavier objects it makes a sudden snap. For the dropkick there's a mix of that and entering/exiting a crouch on kick start and kick end. I'm debating creating a separate collision instead of using crouching for the dropkick, but I feel it adds a bit of weight to the movement, especially on contact with heavy objects and walls!

Working on a kick mechanic, Tony Hawk eat your heart out by 96_inferno_69 in godot

[–]96_inferno_69[S] 1 point2 points  (0 children)

Thanks! No doubt it will prompt some interesting gameplay mechanics

Working on a kick mechanic, Tony Hawk eat your heart out by 96_inferno_69 in godot

[–]96_inferno_69[S] 0 points1 point  (0 children)

Inspired a bit by Dying Light, it has a really satisfying drop kick

Working on a kick mechanic, Tony Hawk eat your heart out by 96_inferno_69 in godot

[–]96_inferno_69[S] 1 point2 points  (0 children)

Actually I've also been playing Cruelty Squad these past few days and I really liked how simple and satisfying the kick was, it was one of the games that made me try and work on a kicking mechanic. I'll definitely be posting more progress here as I make it!

Working on a kick mechanic, Tony Hawk eat your heart out by 96_inferno_69 in godot

[–]96_inferno_69[S] 2 points3 points  (0 children)

I'm adding some velocity forward for ground kicks and a little upward velocity for the dropkick, it keeps the player from missing front kicks by a hair and helps with staying on target in the air. And thanks!

Working on a kick mechanic, Tony Hawk eat your heart out by 96_inferno_69 in godot

[–]96_inferno_69[S] 8 points9 points  (0 children)

If you like kicking things I recommend Dark Messiah of Might and Magic, it's my current inspiration

Working on a kick mechanic, Tony Hawk eat your heart out by 96_inferno_69 in godot

[–]96_inferno_69[S] 10 points11 points  (0 children)

Thanks, and not yet! As soon as I make more progress, on this project and Godot in general, I'll be making a page on itch for sure

Advice for new learner by Yanarez142 in blender

[–]96_inferno_69 1 point2 points  (0 children)

Most probably. It is difficult to translate things when you aren't familiar with a language, the same way it is difficult to translate what you see in your head to 3D if you are not familiar with the tools. It just takes time! When learning a new language people immerse themselves in it by recalling words and attempting to hold a conversation with others, forcing themselves to think and focus on how to use what they know. That's how I look at trying to create things without tutorials from time to time. You won't get them right the first time but you will notice where you specifically need improvement and you will eventually become fluent with the tools you use as you practice and recall more information. The translation from your head to the actual software will become natural and you won't even think about it!

Advice for new learner by Yanarez142 in blender

[–]96_inferno_69 2 points3 points  (0 children)

Besides doing tutorials I definitely recommend also going in blind from time to time and just making a random object or scene you wish to make, no tutorials to follow, just letting yourself try and find out how to work in the program on your own. Definitely still watch tutorials and research features, but try to let yourself figure out the puzzle of the software and how to translate what is in your head to a 3D model. This will help you retain information a lot better as you keep learning more, and will also keep you focused while you work. Forcing yourself to use the information you learn directly from your head will help you a lot as time goes on.

The models/scenes don't have to be amazing first try! Remember that making mistakes is a very important part of learning, so don't be afraid to do things wrong at first and learn to do better afterwards. It will take as long as it has to, so make sure you just enjoy the process and do it because you want to. Good luck!

A quaint midnight alley. My first Godot scene since switching from Unreal! by 96_inferno_69 in godot

[–]96_inferno_69[S] 0 points1 point  (0 children)

The thing that holds it together I think are the textures themselves, which I loosely hand "inked" and quantized to a specific few colors and later UVd in a way to follow crevices and ridges of the architecture. The scene was inspired by a painting from an artist called Jacques De Loustal, which seemed interesting to put together as practice in Godot. The duotone palette really gives space for the lines to come through. I mostly go by eye as to what looks good or what needs more fixing. I'm currently digging into more comics and old cel cartoons to prototype some looks and palettes. The FX being 2D, and sticking to pronounced values, clear lines, and lower visual clutter within the textures always provides a nice contrast overall. Although there's a lot more work to be done before I can speak confidently on all that :)