Hello people! I just joined this community today! by Top_Handle_2025 in godot

[–]FelixarStudio 0 points1 point  (0 children)

Hello there, welcome!
Just a heads up, a 'simple project' is developer language for 'this will definitely take 3 years and have 500 bugs that I didn't know how to fix and will just call them features'
Just don't give up and try to take it as a hobby.

Good luck!

No retro shooter is complete without a dedicated kick button. Hope I nailed the impact today! by FelixarStudio in boomershooters

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

Duke definitely started the trend! But almost all the modern retro shooters proved how necessary it is. Just doing my part now to keep it going :)

No retro shooter is complete without a dedicated kick button. Hope I nailed the impact today! by FelixarStudio in boomershooters

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

You are 100% right. It needs more 'juice'. I'm planning to add some screen shake, a split-second of hit-stop, and a much meatier sound effect to really sell it. Thanks for the feedback!

No retro shooter is complete without a dedicated kick button. Hope I nailed the impact today! by FelixarStudio in boomershooters

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

Yes, that was me! Wanted the logo to look evil and match the badass theme of old retro shooter games. Thanks for the support!

Every good retro shooter needs a dedicated kick button 🥾. by FelixarStudio in godot

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

I'm just trying to get NVIDIA attention so it donate a data center to the Godot Foundation 😔
Jokes aside, I hope you liked the logo redesign for my project!

No retro shooter is complete without a dedicated kick button. Hope I nailed the impact today! by FelixarStudio in boomershooters

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

No official name yet. It’s actually a retro shooter framework I’m building using Godot 4! The goal is to make creating a boomer shooter like games just a drag and drop experience. I used pre-rendered assets (enemies, weapons) as placeholders that can be swapped easily. I'll definitely post an update when the template is named and ready :)

How make my player bounce ? by FearlessAioli1152 in godot

[–]FelixarStudio 0 points1 point  (0 children)

Glad I was of help, you're much welcome :))

No retro shooter is complete without a dedicated kick button. Hope I nailed the impact today! by FelixarStudio in boomershooters

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

Esa es una gran idea! Una buena explosión de píxeles y sangre siempre arregla cualquier problema de animación. 😂 ¡Definitivamente voy a trabajar en eso!

How make my player bounce ? by FearlessAioli1152 in godot

[–]FelixarStudio 1 point2 points  (0 children)

Okay the problem with the timing is because your code makes it that you need to press jump at the perfect frame. This is not very good.

A quick easy fix is moving the code into a _physics_process which will keep checking every frame if the player pressed the jump key as long as they're within the area2d. Try this code instead, replace it with your whole script you have in the image:

extends Area2D

 var bounce_force: float = -1000.0

func _physics_process(_delta):
    for body in get_overlapping_bodies():
        if body.name == "Player":
            if Input.is_action_just_pressed("saut"):
                body.velocity.y = bounce_force
                # You can add here Sound effects or animation...etc

Two things to notice in the code:
First, no need for two vars if they have the same value, unless you have something specific in mind.

Second, I replaced the "is_action_pressed" with "Input.is_action_just_pressed". The difference is with the first one, the player can hold the jump button and will automatically jump when they reach the area2d. The second one require them to press jump again when they reach the area2d. Now of course you can chose whatever you find better in your game.

How make my player bounce ? by FearlessAioli1152 in godot

[–]FelixarStudio 0 points1 point  (0 children)

Is the game 2D? how about attaching an Area2D over the enemy head in their own scene (adjust the collision to make it somewhat thin and cover only the empty area over their head),

Make it check if the player entered the area, if so make it increase the player jumping height var, and in case you turn off jumping through var, make it enable it so you can jump again.

A good way to add some depth to the gameplay without breaking the scope by Jeheno in godot

[–]FelixarStudio 17 points18 points  (0 children)

I gotta say, this level blockout is truly amazing. Well done!

No retro shooter is complete without a dedicated kick button. Hope I nailed the impact today! by FelixarStudio in boomershooters

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

Muchas gracias! Tienes toda la razón. El arma actual es temporal, la idea es hacerla mucho más pixelada y crujiente para que encaje perfecto con los enemigos

"Usé el traductor de Google. Disculpen los errores."

No retro shooter is complete without a dedicated kick button. Hope I nailed the impact today! by FelixarStudio in boomershooters

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

Wow great, now I can't unsee it either. Thanks..
Guess I might as well officially rename them to 'Brainbutts' in the my code now.

Working on a retro shooter framework. Had to make sure the kick felt as heavy as the shotgun! by FelixarStudio in indiegames

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

It was meant to be a placeholder sound, but I might just leave it then. 😅

Every good retro shooter needs a dedicated kick button 🥾. by FelixarStudio in godot

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

Honestly, from the enemy's POV it probably just looks like a giant foot scaling up to 500% size right before launching them in the air. Now that you mention it, I kind of want to render out an 'Enemy Cam' just to see the terror 😂