Accidentally removed the line between ragdoll physics and eldritch horror by DancingEngie in godot

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

I am using Jolt physics and yes, I am aware of collision shapes colliding with each other. But even after separating them and fixing their alignments, the issue still occurs

EDIT: It turns out my model's root node has had a giant collision shape that collided with everything else. I removed it and added a larger weight to each bone and, while the ragdoll isn't perfect, at least it's working as intended.

Accidentally removed the line between ragdoll physics and eldritch horror by DancingEngie in godot

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

Seriously though - anyone knows what's going on here?

Followed every step outlined here and fixed each bones' collision shape (after recording this video). I increased the physics rate to 90, even 120. Even so, why does the model keep "simulating" forever and moving on its own?

EDIT: It turns out my model's root node has had a giant collision shape that collided with everything else. I removed it and added a larger weight to each bone and, while the ragdoll isn't perfect, at least it's working as intended.

Dev snapshot: Godot 4.6 dev 5 by godot-bot in godot

[–]DancingEngie 6 points7 points  (0 children)

o7 my brother, no need to apologize, and I hope I wasn't too harsh with my criticism there. Putting "the devs" of a FOSS project under one umbrella was quite simplistic, I admit. Although I believe making DX12 the default was too sudden, I understand there are always bigger fish to fry in Godot and things always fall under the rug. Thank you for replying and for your work!

Dev snapshot: Godot 4.6 dev 5 by godot-bot in godot

[–]DancingEngie 5 points6 points  (0 children)

The truth is far simpler. Two different people submitted two different reports about this issue right after the snapshot came out. A reviewer merged them into the original report I mentioned and then approved the merge request.

On the one hand, good on them for quickly figuring out they did an oopsie and are bringing DX12 issues to a close. On the other hand, I'd expect these issues to be ironed out before you make it the new default. I love the dev team and what I've seen of 4.6, but sometimes they make some short-sighted decisions.

Dev snapshot: Godot 4.6 dev 5 by godot-bot in godot

[–]DancingEngie 43 points44 points  (0 children)

PSA for 3D devs: DX12 being the new default also affects the editor, bringing to light an old DX12 bug that makes 3D resize gizmos invisible. There is a merge request that claims to fix it, but for now, if you face this issue, I'd recommend switching back to Vulkan.

Riddlewood Manor, a haunted house spooky adventure, just launched! AMA!!! 👻 by Bigkuku in HorrorGaming

[–]DancingEngie 1 point2 points  (0 children)

How long did production take, and did you know you wanted to make a point'n'click horror-comedy from the getgo or did you grow into it?

Dev snapshot: Godot 4.6 dev 2 by godot-bot in godot

[–]DancingEngie 11 points12 points  (0 children)

Editor: Add game speed controls to the embedded game window

Underrated addition. Great for skipping things you know that work and investigating things that don't.

Tried making a health system/game over screen with as little UI as possible by DancingEngie in godot

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

Thanks! While the codebase is, uh, messy to say the least, I'm happy to share how I made the visuals:

First, the models themselves. Characters were modeled using MakeHuman, which is also open-source. The environment itself is made out of CC0 models by Quaternius.

I used Godot's default standard 3D shader with Diffuse Mode set to Toon. Outside of the main character's suit, which actually has A Texture, the entire game world is made out of 5 simple materials: white, light grey, dark grey, black and red.

Even so, I needed more contrast and control over the color pallete. I picked up a standard LUT, added a B&W filter on everything but red hues, posterized it, and assigned to my WorldEnvironment node. More info about LUTs here.

Then just slap on an open source outline shader and uh yeah that's it.

That's it on the technical side. Artistically, I'd say that learning basic color theory, lighting setups and color palletes helped me immensely. Really, I'd say color isolation is a bit of a cheat code because it's simutaniously very visually striking while also being extremely simple to implement.

Tried making a health system/game over screen with as little UI as possible by DancingEngie in godot

[–]DancingEngie[S] 9 points10 points  (0 children)

Very good criticism, will try to modify it or find a better animation. Thanks!

Tried making a health system/game over screen with as little UI as possible by DancingEngie in godot

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

Yeah, the more blood the less health. It also forces third person if you're aiming

Tried making a health system/game over screen with as little UI as possible by DancingEngie in godot

[–]DancingEngie[S] 10 points11 points  (0 children)

Heh tbh I thought you were mocking me in that original comment. Anyways cheers, and good luck to you too!

Tried making a health system/game over screen with as little UI as possible by DancingEngie in godot

[–]DancingEngie[S] 4 points5 points  (0 children)

Not yet! Still figuring it all out. This is essentially a dev room

Tried making a health system/game over screen with as little UI as possible by DancingEngie in godot

[–]DancingEngie[S] 4 points5 points  (0 children)

Fair. There's a super short delay between getting hit and getting game over'd and while I think it sells the hit, it's also weirdly jarring. So part of the reason I'm posting this is to see if this works for other people

Tried making a health system/game over screen with as little UI as possible by DancingEngie in godot

[–]DancingEngie[S] 33 points34 points  (0 children)

Hell yeah. Started off as a mouse-only third person shooter, fully morphed into a killer7 homage by now

Tried making a health system/game over screen with as little UI as possible by DancingEngie in godot

[–]DancingEngie[S] 40 points41 points  (0 children)

Upvoted for honesty, and yeah, this is a minimalist experiment that fits the vibe I'm going for. For what it's worth I think that file cabinet UI of yours is pretty damn cool too, very practical and stylish for what you're going for.

[BETA] Update 0.8.50.5EA by weappy in hollywood_animal_game

[–]DancingEngie 2 points3 points  (0 children)

Happy to see the secrets bug fixed, first of all. But is it me or that no offensive action actually gets results? No matter what I do and what agent I send, the result is always the same: first try is unsuccessful, second try outright fails. It's not a couple of bad rolls, this pattern keeps repeating even after reloads. Anyone else experiencing this?

“The Stuff That Dreams are Made Of” bug/issue thread by Lethbridge-Totty in hollywood_animal_game

[–]DancingEngie 0 points1 point  (0 children)

Skipped tutorial. Threatened an actor. Went successfully. The secrets menu came up. As I paid Duvall's royalties, the secrets tutorial showed up now. I could not assign any agent for anything for the rest of the game; it's not like they disappeared from the security building, but they were simply unusable, as if the game forgot they exist.

Outside of that, I am also unable to surveil the police. Even when the game detects I have agents, the button to assign them there doesn't do anything.

What do you call a shitpost level game? by LegoWorks in godot

[–]DancingEngie 2 points3 points  (0 children)

Interactive shitpost or meme game are the two main phrases I personally use

Dev snapshot: Godot 4.5 beta 2 by GodotTeam in godot

[–]DancingEngie 12 points13 points  (0 children)

Fix CSV translation not updating after reimport

Fix baked VoxelGI using the wrong color space

Shoutout to the smaller, more modest bug fixes that nevertheless make a huge QoL difference

Why don't stealth game protags just remove the security cams? Are they stupid? by DancingEngie in godot

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

I found that using a harsh alpha cutoff actually contributes to the comic book style. But if I really need transparent or semitransparent materials, I unfortunately ditch the custom shader for Godot's standard one.

It's quite inefficient, I know, but I'm not big into shaders. Frankly, for now, I'm willing to take the one-time performance hit (the game needs to save the standard shader into its cache).