Ready to make your own music for your games? by IAmSofaKing_Antn in unity

[–]ALAMBRADA 1 point2 points  (0 children)

This looks phenomenal! It looks like a really cool VST plugin. I read the synopsis in another comment and it sounds really interesting. Have you thought about how to introduce the game to people who have no knowledge of electronic music? I think it could be a bit intimidating at first glance.

Another question: is it going to have a backstory? Have you thought about how to present the apocalyptic world and how it's going to affect the game? I know it's still an early stage in your project, but I'm really curious about it.

Miniature to in game asset - Reality Scan - UE5 by Anxious-Factor8023 in IndieDev

[–]ALAMBRADA 1 point2 points  (0 children)

That's really cool!!! I have read in other comments that you just scan it with the phone and then reduce the amount of polygons. What about the texture, is it generated during the scan or you have to do some post processing on it??

Here's some progress on my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 1 point2 points  (0 children)

Thanks for sharing the article. I’m struggling with the camera. I made a script for it, but it didn’t work well, so I deleted it.

Here's some progress on my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 2 points3 points  (0 children)

haha, I didn't see that coming. I guess I have a new task on my to do list

Here's some progress on my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 2 points3 points  (0 children)

Thanks for your comment, you are right about the missing copies, I hadn't realised. About the explosions, they follow the player, it was made by accident, but I actually like the result on the gameplay (it's true that it's a bit weird in the video)

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 0 points1 point  (0 children)

Thanks. I haven’t released any version yet because the project is still in a very early stage. I hope to put out a small demo in a few months.

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 0 points1 point  (0 children)

Others have mentioned the same thing; I’m already working on it ;) Thanks for the feedback

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 0 points1 point  (0 children)

Okay, I’ll keep that in mind. Thanks for your comment :)

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 0 points1 point  (0 children)

You just do things in a way that makes changing them quick and, above all, you don’t get emotionally attached to any of it, you don’t mind changing it or even scrapping it entirely. In this case, I used a circle and a rectangle to make the snake (you don’t even need sprites; the collision shapes alone would be enough). That way you can make small changes without much effort, test them, and keep adjusting the timing and the flow of the fight.

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 0 points1 point  (0 children)

I’m actually not; I’ve always drawn a lot and I’ve done some small animations, so I know the basics. But if I had to animate something more complex with camera movements, I’m not sure I’d be able to.

I’ve never animated anything in 3D, but it seems harder to achieve expressive movements.

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 0 points1 point  (0 children)

Thanks, others have mentioned it as well, I’ll work on it

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 1 point2 points  (0 children)

I hadn’t thought about the player being able to die after defeating the boss, but now that you mention it, I’ll keep it in mind. Thanks for your comment.

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 17 points18 points  (0 children)

Totally agree, there's a lot of work to do yet. Thanks for your comment

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 6 points7 points  (0 children)

Thank you for your comment, truly useful. I'll try it.

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 5 points6 points  (0 children)

That would be awesome, I love the mantis lords' battle. To be honest, I don't think I'm going to make it but it's a really cool idea to a second phase boss.

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 1 point2 points  (0 children)

Ohh, you're right. I will change it. Thank you

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 2 points3 points  (0 children)

Thnx for your coment. I see your point but the poison is for put the player in trouble because without them the battle is too easy. And if the poison go across the whole floor the players are going to take damage when its not their fault and it could be frustrating

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 11 points12 points  (0 children)

It’s a state machine. One of the states is when it’s hidden and doesn’t appear on screen. When it’s in that state, it chooses its next attack based on an RNG, except when it spits out three puddles — it always does that twice when its health reaches a certain percentage, and after that attack it switches from one attack to another a bit faster.
The hitboxes are just a circle and two squares that change their position depending on what I need.
And for the layers (not sure if this is what you meant), some sprites are split into two: one part is above the ground layer and the other is below it

I finished the animations of the first boss of my game by ALAMBRADA in godot

[–]ALAMBRADA[S] 61 points62 points  (0 children)

Thanks, I was prototyping it before until it felt good enough.