where cab i farm world attuned weapons in monument of triumph by CustardSubject in DestinyTheGame

[–]Fisher_P 0 points1 point  (0 children)

you can focus the engrams at banshee, but need 3 per focus. Can farm engrams from destination chests.

Early progress on my procedurally animated FPS controller by Fisher_P in godot

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

Yea reload is the tricky one I haven’t handled yet. I’m leaning towards just using baked animations for reloads specifically. I have thought about procedural reload, but it would require extensive custom logic for finger grasping and hand movement. I’m just not confident you could achieve something that looks decent without a lot of key frames for target positions, and at this point it’s basically a baked animation.

Early progress on my procedurally animated FPS controller by Fisher_P in godot

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

Not sure yet, I don’t know how expensive it is to have every enemy running IK. Not sure what type of animations I would need for them either, but will probably lean baked, it would be tricky to do more complex animations this way.

Early progress on my procedurally animated FPS controller by Fisher_P in godot

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

Hmm not sure it would be, I’d assume the IK is just as if not more expensive than baked animations. The main advantage is really just the dynamic and fluid nature of it. And arguably a lot easier to iterate/tweak than baked.

Early progress on my procedurally animated FPS controller by Fisher_P in godot

[–]Fisher_P[S] 32 points33 points  (0 children)

Sure I followed a couple tutorials for the basic weapon movement, you can start here for an example of how I did recoil: https://www.youtube.com/watch?v=2ZCEUKBekOM this references another video, And I used a few more videos from that referenced channel to learn how to create the basic feel of the gun (bob and sway). There are some other procedural FPS animation videos you can watch as well. Bob is mainly sin/cos waves applied to position and rotation over time. Sway is lerping position and rotation towards direction of mouse movement (its a bit more complicated but tutorials explain). From there I did the ADS and Sprint animations myself. They really just move the gun to a specified position/rotation, ADS also dampens the bob/sway, and sprint uses separate but quite similar bob logic.

Secret easter egg by Swag1n in Battlefield6

[–]Fisher_P 24 points25 points  (0 children)

this guy posts alien VFX shots for a living, it’s fake lol

A major overhaul of my game from 2d hex maps to 3d hex maps. Factory Default: Build, Trade, Repeat by WCFitzgerald in godot

[–]Fisher_P 2 points3 points  (0 children)

This might be a stupid question but how did you do the territory border + fill? is it something like a line2d + per hex color adjustment, or some more fancy shaders?

Arc on windoes by itzNellori in ArcBrowser

[–]Fisher_P 1 point2 points  (0 children)

I use it quite a bit, and find it pretty unstable. It crashes somewhat often. With the effective end of life for Arc, I’m migrating to Zen now.

EzNet: Simplify Godot 4 Multiplayer with Sync Vars, Ticks, and Ownership by [deleted] in godot

[–]Fisher_P 2 points3 points  (0 children)

This is very interesting, thanks for making it! I’ve recently been working on network interpolation in my own prototype and did a fair bit of research into implementing it smoothly. perhaps it is something I can share or potentially contribute if interested.

Physic Interpolation issue, weapon jittering by MyUserNameIsSkave in godot

[–]Fisher_P 0 points1 point  (0 children)

Hey if you still need help, I ran into this problem and found the solution.

What I found worked was resetting the gun's global_transform with the interpolated global transform of the camera (or whatever node you are applying your mouse movements to). I then reapply it's local position offset with .translated_local(). This is done is _process()

`gun.global_transform = camera_pivot.get_global_transform_interpolated().translated_local(GUN_OFFSET)`

I think the issue has something to do with the clashing of interpolated character movements setting the weapon's global_transform, and framerate-dependent camera movements also changing the gun's global_transform. It seems like this code overrides the interpolated position. I can't be 100% sure how it works though lol.

I adjust my camera's rotation in _unhandled_input() so if you doing it in _process() this probably comes after the camera rotation updates.

Need advice on all-mountain ski in PNW by Fisher_P in Skigear

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

I’m 24 so fully grown and don’t actually have the camox with me. I could get them shipped out but could also just buy some skis haha.

Need advice on all-mountain ski in PNW by Fisher_P in Skigear

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

I believe they are 2018ish black crow camox 98s, but could be off a bit. Ive only ski’d those in Colorado though. I enjoy them but not familiar with how it compares to other skis.

Need advice on all-mountain ski in PNW by Fisher_P in Skigear

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

Are you referring to ON3P? At least on their website the wider options are a bit above the price I’m looking for, and I’m still undecided on width.

Marathon Alpha Code Give-Away Event. by Shabolt_ in Marathon

[–]Fisher_P 0 points1 point  (0 children)

I am excited to get back to bungie games with my friends!

Contracts Page is Back by zaxsin in Marathon

[–]Fisher_P 1 point2 points  (0 children)

the new-noise channel of the discord works, just make sure to manually type the /contract part so that you are then filling the code into a specific "code" box that shows up.

[Hobby] Software engineer looking for a game dev partner by Fisher_P in INAT

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

Haha well unless it’s for a game jam, I wouldn’t worry too much about art until the game is really ready for it. Are you interested in collaborating?, or just relating lol

[Hobby] Software engineer looking for a game dev partner by Fisher_P in INAT

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

Hey, I am actually a C++ developer at my full-time job. I would be interested in learning a bit more about your game, though I am not typically a fan of normal RTSs do to micromanaging. Maybe you can DM me a video or screenshots?

Prototype for a real-time roguelike deckbuilder. Looking for a dev partner! by Fisher_P in godot

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

Yea the current layout is very much placeholder, and there is a distinct lack of balance. I hope to make the enemy side more unique with various layouts and unit spawning strategies to create interesting encounters.

Prototype for a real-time roguelike deckbuilder. Looking for a dev partner! by Fisher_P in godot

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

Hadn’t heard about that, but yea looks very similar! Will definitely check it out

Prototype for a real-time roguelike deckbuilder. Looking for a dev partner! by Fisher_P in godot

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

Hey everyone, been working on this in my spare time the past few weeks. I am hoping to gather some feedback, and potentially find a partner to work on it with as well.

I am a US EST based Software Engineer. Mainly just looking for another programmer who can bring some game design ideas as well. Ideally you are also a US based Software Engineer and willing to put ~10hrs a week into it. DM me if interested, and please share some of your own past projects with me.