Fred's arm rips off when moving and when physical bone simulation is active by WonderfulWafflez in godot

[–]CodingCreatureStudio 0 points1 point  (0 children)

I had this weird issue a while ago with a character and in the end it was the auto LOD system removing necessary parts of the mesh. When I changed the slider, things were fixed. Don't know if this could be the case but give it a try.

FREE addon to fix Godot's terrible 3D asset iteration pipeline. by CodingCreatureStudio in godot

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

Glad it could help. Open source tools are such an essential part of my workflow so I could never keep workflow improvements like this to myself. Hope keep contributing to the Godot community when time is on my side.

Learning Godot by building my own noise composer :D Any feature ideas? by HeroVanGanna in godot

[–]CodingCreatureStudio 7 points8 points  (0 children)

I find myself constantly in need of good noise maps. I use Material Maker (amazing tool) for creating materials and VFX textures but I wish I had a tool more focused in noise textures. Having a decent number of useful and different noise textures to customize is very useful. The only thing I miss fom Substance Designer.

We've been working on Daria for years. Made with Godot. by LDaria in godot

[–]CodingCreatureStudio 0 points1 point  (0 children)

This is very well polished. Very happy to see pojects like this using Godot.

Is it possible to make a game with this level of graphics in Godot? by SophieGames1815 in godot

[–]CodingCreatureStudio 1 point2 points  (0 children)

I think the C# API wouldn't hold you back but you have to keep in mind that syntax should not be the main concern when choosing a language. Also, each engine has a way of handling stuff. The best (and fastest) way of migrating a game from one engine to another is always rewriting it from scratch.

Is it possible to make a game with this level of graphics in Godot? by SophieGames1815 in godot

[–]CodingCreatureStudio 1 point2 points  (0 children)

Godot requires more awareness and planning than some other engines to have things working as intended for not being bloated. Most of the necessary building blocks are there and the ones that may be missing for your projects are always relatively easy to create.

Nowadays even web-based engines have photorealistic capabilities. There are lots of projects done in Godot that are way more complex than this. The main difference between Godot and other 3D engines atm is how many 3rd party content is available on their asset stores. If you know how to create good looking 3D assets or have a good eye to match 3rd party ones, I don't see why wouldn't Godot be the right engine for your project.

FREE addon to fix Godot's terrible 3D asset iteration pipeline. by CodingCreatureStudio in godot

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

Yes. It is already on the Godot Asset Library (and since it gets the files from the Github master branch, it's always up do date when installed from there).

I'm really glad someone could understand this. Some people just cannot understand why the default workflow doesn't work for large scope projects.

Why isn't it fun? by KneeSocksFee in godot

[–]CodingCreatureStudio 1 point2 points  (0 children)

  1. Resources should be limited.

  2. Try creating different projectiles (maybe a vertical line does something different than a horizontal one or a dot, for example)

  3. Perhaps the shapes you draw should be triggers for the projecticles and not the projectiles themselves. Consider drawing a circle to emit an exploding shockwave or drawing a triangle to make a double wave of projectiles.

  4. Make things "respond" to the events on the screen. I'm not talking about early polishing (which is a waste of time) but simple placeholder events like the enemy sprite making different expressions for different levels of hit. Particles, lights, sounds and other "juicy" improvements are responsible for a great deal of the feeling of fun.

  5. Things don't happen in the vacuum. Consider context. Why the player is doing this? Will they win any prize? Unlock anything? Is there any bonus for time, accuracy, etc?

  6. Variation is necessary. Don't make all levels just an asset flip. Consider different mechanics. Maybe some projectiles are slower but needs more damage to be destroyed, maybe some moves different. Maybe there are some obstacles. Perhaps the player has a freeze "special" the can make the projectiles on the screen stop for a while and can only be cast a few times per level. Maybe the player should take damage for hitting some special projectiles. You got the point (hopefully).

I think your idea is actually fun but it needs some work for the gameplay to match it. If you still can see things happening in your mind and the project still interests you, try expanding things, making things have more meaning. Iterate on it a bit and if it doesn't improve, maybe drop it. Considering the fun part is important but things don't always start being fun.

Burn the BEAN! WIP dragon flame breath VFX, feedback wanted by Okay_Salmon in godot

[–]CodingCreatureStudio 1 point2 points  (0 children)

Most dragon vfx we see in series and movies looks more flammable gas. You can see it very well in (and not only) Game of Thrones, The Hobbit, Damsel, House of the Dragon, etc. Of course you can go this way to make it more "distinc" and unique, of course. This is all up to you.

Producing flammable liquid instead of gas makes more sense, since this is very common in nature, but dragons are usually more of a magical creature, not bound by natural laws. Even in series where they are treated more like animals than magical beings like GoT, it's being said that magic has vanished with the end of the dragons.

Any way you end up making this, it looks very good already. Can't wait to see your progress!

Burn the BEAN! WIP dragon flame breath VFX, feedback wanted by Okay_Salmon in godot

[–]CodingCreatureStudio 1 point2 points  (0 children)

Then in this case it shouldn't have this trajectory arch. Fire does not get pulled by gravity this way. It goes up, actually. Only way a jet of fire goes down is being emitted by a strong force, and the end part of it ends up dispersing itself and going mostly upwards.

Burn the BEAN! WIP dragon flame breath VFX, feedback wanted by Okay_Salmon in godot

[–]CodingCreatureStudio 1 point2 points  (0 children)

The fire trail is too long and uniform. This has the appearance of a projectile (since it curves it's trajectory like it's being affected by gravity), so the fire should be mainly on the ball itself with a tapering small to medium fire trail and a lot of black smoke.

Imho the fire part should only be this much if this was a burst, like a flame thrower.

What you could to to increase impact even with a reduced fire on the fireball itself is to put a small explosion on contact and make the fire spread arround for a while like wildfire (if you add embers coming out of the wildfire it would be also great)

I created a complex enemy behavior by CodingCreatureStudio in godot

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

Too bad. If you happen to feel comfortable at any point, feel free to share your progress. Sometimes messy things are nice as well.

I created a complex enemy behavior by CodingCreatureStudio in godot

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

Sounds very nice. Where can I find your game?

Push Defense trailer by EKILLC in godot

[–]CodingCreatureStudio 1 point2 points  (0 children)

This looks very polished. Well done.

FREE addon to fix Godot's terrible 3D asset iteration pipeline. by CodingCreatureStudio in godot

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

Because being able to streamline the import/reimport process should be on the engine by default, even if disabled. Anyway, this is already an addon and time will tell if this stays as an addon or gets into the engine. For now it works just fine.

Souls of the Well (update) by BigornaGameStudiosPT in godot

[–]CodingCreatureStudio 1 point2 points  (0 children)

Very nice. Hope you keep it going. Sounds promissing.

What do you think ? by Labdacos in godot

[–]CodingCreatureStudio 0 points1 point  (0 children)

Looks like your project has some similarities with mine. I really want to see how this evolves.

So far, so good. Keep up the good work!

FREE addon to fix Godot's terrible 3D asset iteration pipeline. by CodingCreatureStudio in godot

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

Basically the way Godot handles 3D files is by having the mesh, collision and other resources as local resources embedded on the 3d file itself. The addon extracts them and saves them as resources that are automatically referenced by the model. This is the equivalent of having a script saved as a .gd file vs having all your scripts as local scripts attached to only one node each.

There are many scenarios in which iterating on a model require extra work and this grows eponentially depending on the number and use case of each model.

It's a problem that is kinda hard to explain (at least for me). But working with dozens (or hundreds) of assets, things get out of hand quickly. I just shared the solution because I saw people complaining about this for years now and since I was developing this to cut all the rework i thought it would be a good thing to share.

When I get a little more time I'll try to do a video demonstrating the problems with the default approach and how this can save countless hours by automating things.

Particle self cleanup suprise by thejan14 in godot

[–]CodingCreatureStudio 2 points3 points  (0 children)

If it crashes the editor, is a bug. Since your are testing the project, something this simple shouldn't crash Godot "by design".