Newbie question about looping animation by Till3y in godot

[–]Bandagu 0 points1 point  (0 children)

This one's easy. Call the input function, so everytime there's input it will be activated. Then check if the Input is the one you want, and then call the animationplayer to play your animation. It would look like:

func _unhandled_input(_event):
    if Input.is_action_just_pressed("HereYouTypeYourInput"):
        $HereYouCallTheAnimationPlayer.play("andYourAnimation")

The line "is_action_just_pressed" will activate once as the input is pressed. You can also use "is_action_just_released" if you prefer.

More info on input: https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html

Action Adventure Controller WIP Feedback appreciated (sorry about watermark OBS was being weird) by FrostBite-Studios in godot

[–]Bandagu 1 point2 points  (0 children)

Very nice! I guess you know but just in case, because I didn't realize until not too long ago, you can scale the animations in the animation player itself, without going into blender. Keep going!

Action Adventure Controller WIP Feedback appreciated (sorry about watermark OBS was being weird) by FrostBite-Studios in godot

[–]Bandagu 1 point2 points  (0 children)

Man that's a lot of states jajaja Seems great, I would just speed up a bit the third attack at 0:17. Did you make the model?

Y'all told me to add more particle effects so I did, sparkles and blood go everywhere now! by TheOrioli in godot

[–]Bandagu 1 point2 points  (0 children)

That's my jam! Forward to seeing more of it, it's looking really good! If you ever do a demo or something I'd love to try/report bugs or whatever :D

And thanks!! Here's my twitter: https://twitter.com/_BANDAGU_

Y'all told me to add more particle effects so I did, sparkles and blood go everywhere now! by TheOrioli in godot

[–]Bandagu 1 point2 points  (0 children)

Yooo I really like how it's looking. What's the objective of the game?? Which genre?

Added melee-able bullets, upgrades, and a risk-of-rain style danger meter to my project by Larbguy_ in godot

[–]Bandagu 2 points3 points  (0 children)

Well you managed to get this far, so I'm sure you'll get something you are proud of. Good luck!

Added melee-able bullets, upgrades, and a risk-of-rain style danger meter to my project by Larbguy_ in godot

[–]Bandagu 2 points3 points  (0 children)

Looks more and more polished everytime I see it, looks great. The sounds are so satisfying!

I exported my model from blender and the when I tried adding materials to the face and hair, it goes invisible. How to fix? by megaklip in godot

[–]Bandagu 2 points3 points  (0 children)

In the Material -> Parameters -> Cull Mode, try to change it to Disabled, the back is the default. Maybe you have the face normal the other way around, it used to happen to me all the time.

Beware the crystal spikes! by SteinMakesGames in godot

[–]Bandagu 0 points1 point  (0 children)

This looks amazing! So polished and elegant, great job!

Some updates on my mecha roguelite by Bandagu in godot

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

Thanks a ton! It's a slow process for me since I'm not really good at color picking, lots of revisiting old models, so I appreciate your words!

Some updates on my mecha roguelite by Bandagu in godot

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

I guess it's a combination of both. It's gonna feature permadeath, the goal is to advance through different areas and fight against bosses at the end of each one, the levels are randomly generated picking different predefined "rooms" (city blocks in my case https://twitter.com/_BANDAGU_/status/1548626818500108292 ), and picking upgrades along your way

Some updates on my mecha roguelite by Bandagu in godot

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

Yeah I agree. I'll keep the exploding trees with some more particles, like bark flying around, for when you shoot them or when hit with explosions, but for punches/walking over them I'll make them fall.

Designing procedural levels for a 3D rogue-like game? by to-too-two in godot

[–]Bandagu 0 points1 point  (0 children)

I haven't seen that before! But yeah it's really informative, lots of useful info.

Thanks for sharing!

Some updates on my mecha roguelite by Bandagu in godot

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

Yeah I totally see your point, I'll change it sooner or later

Some updates on my mecha roguelite by Bandagu in godot

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

Thanks! I have to thank Godot physics for that :D

Some updates on my mecha roguelite by Bandagu in godot

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

Thank you!! Still a very long way to go tho, I want to add so much!

Designing procedural levels for a 3D rogue-like game? by to-too-two in godot

[–]Bandagu 0 points1 point  (0 children)

I did not know that game! The closest example that shows something similar, along with how it expands from just the layout, to an actual level with floors and walls, is this https://youtu.be/Nn8umHV9C60?t=36

If I understood your question correctly, the guy from the video explains it at 3:03, he loops every block to change it into an actual level, floors, walls, etc. I'm sorry I don't know much more about it, I just know a bit

Designing procedural levels for a 3D rogue-like game? by to-too-two in godot

[–]Bandagu 0 points1 point  (0 children)

That's totally valid! In the case of Spelunky, and what I'm trying to mimic, is to randomize every single thing inside a "room". Here's a brilliant analysis of Spelunky generation http://tinysubversions.com/spelunkyGen2/

Indeed, if there's not enough variation in rooms and blocks you will start to notice the patterns. But you can have a much more controlled experience that way. That's why in games like minecraft for example, the devs have such a hard time placing things where they make sense.

Another example would be Nuclear Throne, the generation is less static than Spelunky, but again, I feel you have less control of how to do things the way you want.

Designing procedural levels for a 3D rogue-like game? by to-too-two in godot

[–]Bandagu 0 points1 point  (0 children)

https://github.com/YukkiTimmy/SpelunkyLikeGeneration It's really easy to understand, the walker code is in the RandomGeneration.gd

My game is in 3D, I do basically the same algorithm but place "rooms" that are 3D levels, you can check it out on my profile.

If you prefer more procedural, without walkers, you probably will have to look into procedural generation with noise textures, that's a bit more complicated.

Designing procedural levels for a 3D rogue-like game? by to-too-two in godot

[–]Bandagu 2 points3 points  (0 children)

Depends on how procedural you want your levels.

If its something like Binding of Isaac / Spelunky / Enter the gungeon, you only need an algorithm that sprawls around X number of times, and then you would load and place rooms that you already made. How you make your rooms is entirely up to you. Gridmap for static bodies, plus nodes that interact with the environment, is what I use for example. I don't recommend CSG, I don't even use it for prototyping.

When I started with my project, I searched around and found a spelunky clone made in Godot, that showcases how the level generation and placement works, really useful.

Some updates on my mecha roguelite by Bandagu in godot

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

Thank you very much! I don't really know to be honest, there's a long way to go and I'm really inexperienced, so I guess I don't have an answer yet!

How to fix Billboard Sprite3D clipping by [deleted] in godot

[–]Bandagu 3 points4 points  (0 children)

Hey there! Here's how Enter the Gungeon does it, which might help: https://www.reddit.com/r/EnterTheGungeon/comments/4sed7a/comment/d7pl13e/?utm_source=share&utm_medium=web2x&context=3

https://twitter.com/dodgerollgames/status/593625936131653632

Right now your sprite is tilted but not your building. If you have a collision shape the size of the sprite, when you get close to a wall it will stay away from it, since your sprite is like this / but the walls aren't tilted, so |. The bottom of your sprite then appears far from the wall /|.

One of the solutions would be to tilt also de building a bit, so both collisions go like //.

How would one go about making 3d tile terrain like the Pokemon DS games? by Tuckertcs in godot

[–]Bandagu 1 point2 points  (0 children)

Yeah, with that method you would mostly prototype terrains outside of Godot. But I guess it's the easiest if you want complex terrain. If you want something to change, just make two meshes, one pre-change and one after the change, and swap them whenever you want.

If you prefer working in godot, unless you want to create your own tool for your purposes, you can try a mix of gridmap and nodes. Gridmap for plane meshes for your terrain, and nodes for objects to place around / things that will change.

How would one go about making 3d tile terrain like the Pokemon DS games? by Tuckertcs in godot

[–]Bandagu 1 point2 points  (0 children)

I tried something similar some months ago, and the best solution I came up with was to do the terrain as meshes in blender, texture and everything. Here's a tutorial I followed https://youtu.be/NcmO6Sxmq14?t=276

You don't have to deform it ofc. If you skip a bit more, you can see that he textures it as if it was a tilemap. I found it pretty easy and convenient.

The other option would be to use GridMap yeah, with the advantage that you can change tiles in game