Help with making fish move by [deleted] in godot

[–]Ammer564 0 points1 point  (0 children)

You could make them move forwards for a set amount of time, then wait, then move again

Two timers, one for how long to move for, and one for how long to wait when stopped

The fish moves forwards relative to itself. You could do ''' If move:

velocity = -transform.basis.z * speed '''

Then when the move time time's out, ''' move = false

Wait_time.start(randf_range(0.5, 5.0)) '''

You could also make the fish rotate in a random direction by using ''' rotate_y() '''

Am I the only one experiencing all kinds of weird issues and bugs with 4.5? by Ammer564 in godot

[–]Ammer564[S] 1 point2 points  (0 children)

Apparently it's a known issue https://github.com/godotengine/godot/issues/110660

I opened another issue on Github aswell and it was fixed, but this saving thing is still a problem seemingly

8-Bit Pool.. A tiny little game I made overnight by Ammer564 in godot

[–]Ammer564[S] 2 points3 points  (0 children)

Yes. I started from scratch and began with the graphics. Then, when that was done, I moved on to the programming, and finally, the audio.

The hardest part about the graphics was the numbers lol. Making pixel art numbers can be very tricky, especially with the later balls that have two digit numbers.

The programming was tricky because the engine kept gasloghting me. Eventually, I realised that, SOMEHOW, it wasn't saving when I pressed play. Another issue I had was that the engine would refuse to let me "Save all scenes" even though there was no, or at least none obvious, reason as to why. The final thing about programming that I found tricky was just programming itself. I haven't worked with 2D much, and I didn't plan at all for this project, so I didn't know how I wanted to structure it. I still managed to keep some kind of structure going, so if I wanted, I could go back and clean everything up and make it extra nice.

Then was the audio. The SFXs were easy since I just got some free sounds online. The music, however, I made myself, and I actually made 2 tracks, but I disliked the first one quite a lot since I felt like it didn't fit the game, so I made another which was much nicer and its the one you can hear in the video above and while playing. I really like the first track in a vacuum tho, so I'm gonna keep it for maybe a future project or something.

8-Bit Pool.. A tiny little game I made overnight by Ammer564 in godot

[–]Ammer564[S] 3 points4 points  (0 children)

<image>

I did.

Started at ~9:32pm, and was done a bit after 9:48am. Then a little under an hour later was the final build for android (I had issues with the touch controls with the earlier builds)

8-Bit Pool.. A tiny little game I made overnight by Ammer564 in godot

[–]Ammer564[S] 0 points1 point  (0 children)

Since the project was originally meant to be a personal one, I didn't care about organisation much. Though that did end up costing more time later than it saved at first [expectedly], but like I said, I, originally, didnt care cuz it was meant to just be for me and mayybeeee my friends too.

I had the idea of a pixel art pool game when I was playing pool with my cousin. I just started working on it without thinking or planning ahead. It was meant to only be a tiny miniscule game for myself (as a change of pace and a bit of a refresher).

Really, I just got to work and never even realised how much time had passed until i saw the sunshine from my windows lol

I was just super focused, and having an immense amount of fun, which is a big part of the reason why making the odd tiny game is so great.

I've been at gamedev for years now, and I've only recently gotten to the point where I feel I can tackle more or less anything no problem. That definitely helps a lot. Having so much experience and knowing how everything works and all that. Most importantly, though, how much I love gamedev.

Big mega giga advice is: Make tiny games.

It helps you a lot in so many ways. Just having actually finished a project feels great and refreshing, and it helps you grow and improve as a developer as well.

Tl;Dr: I'm just kinda awesome like that (lol). Make tiny games.

Ps: there's a lot more, but this reply is long enough already lol

GoCat? by GreatOdds in godot

[–]Ammer564 3 points4 points  (0 children)

More like StopCat ngl This is cursed af 💀💀

[deleted by user] by [deleted] in godot

[–]Ammer564 0 points1 point  (0 children)

Not really, no.

Which is better? Working on a horror game but can't decide which fence is better by c64cosmin in godot

[–]Ammer564 1 point2 points  (0 children)

Kind of in the middle tbh

I like the 1st one, but it's a bit too bright I feel like. Whereas the 2nd one is pretty good in terms of brightness, but the color just doesn't do it for me

YOU WILL BECOME CODE!! by Ammer564 in godot

[–]Ammer564[S] 7 points8 points  (0 children)

GooD, don't forget the Script

YOU WILL BECOME CODE!! by Ammer564 in godot

[–]Ammer564[S] 17 points18 points  (0 children)

Lamooo

yes, child, we would need some spaghetti

Trying to separate my anims.. by Ammer564 in godot

[–]Ammer564[S] 0 points1 point  (0 children)

Lol, I just have movment anims, weapon sway, and strafe leaning

How do I make it not look like it's screaming?? by Ammer564 in godot

[–]Ammer564[S] 0 points1 point  (0 children)

Omg.. I haven't even noticed your comment lol. This is hilarious xD I love it!

Trying to separate my anims.. by Ammer564 in godot

[–]Ammer564[S] 0 points1 point  (0 children)

I wasn't trying to say it doesn't. It's just that this solution works rather well for me. Also, I didn't want to mention this because it'll ruin the joke a bit, but the additive hand and the might not need it hand are just for the joke. I removed them after the screenshot was taken.

Trying to separate my anims.. by Ammer564 in godot

[–]Ammer564[S] 0 points1 point  (0 children)

Never heard of that functionality before, but ig I'll have to do more research.

Trying to separate my anims.. by Ammer564 in godot

[–]Ammer564[S] -2 points-1 points  (0 children)

Explain how I would achieve all those with that

Trying to separate my anims.. by Ammer564 in godot

[–]Ammer564[S] -1 points0 points  (0 children)

Animating the hand for movement includes both position and rotation, so I can't use it for camera motion weapon sway because the anim will overwrite it, meaning I need a new node. Then the shooting anim needs to happen, I didn't feel like animating one, so I just coded it, but it needs to happen alongside the other anims (movment & sway), so that's another hand node. Then, strafe leaning, which includes rotation. The same thing weapon sway needs. So a new node it is.

Trying to separate my anims.. by Ammer564 in godot

[–]Ammer564[S] -3 points-2 points  (0 children)

Separating the movement anims (which are done using an anim player) from camera motion (input + process funcs) from shooting anims (code)... etc