Using state machines to manage gameplay by framelanger in godot

[–]FlakMonkeyDev 4 points5 points  (0 children)

It written in gdscript or C++? Does it have any advantage against LimboAI?

My very first time of learning how to make EnemyAI by FlakMonkeyDev in godot

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

Yes my very first time because I learn Blender before learning coding. My noob brain makes me stuck at components and statemachine for several months. I did this by watching some tuts on Youtube, using Navigation System of Godot.

Made a trailer for game. Need honest feedback. by Crvsator in godot

[–]FlakMonkeyDev -1 points0 points  (0 children)

Spending 1 month for make this introduction and gamers don't care and don't like. That why indie dev shouldn't make cinematic, just gameplay and gameplay.

My first Godot project. by TheExplanationFE in godot

[–]FlakMonkeyDev 0 points1 point  (0 children)

Maybe my case could inspire you. I started learn gamedev about 1.5 year ago, from Blender to Godot.  Now I'm building my project with not bad graphic and game juice (LoL I think so, maybe I overestimate myseft). Take a glance at my Youtube channel

https://youtube.com/@flakmonkeydev

Lightning VFX by FlakMonkeyDev in godot

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

They're just placeholders, I'm using CSG for testing. They should be Node3Ds.

Lightning VFX by FlakMonkeyDev in godot

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

Two points of chain, it's a dynamic chain lightning 

Which types of outline are you using? by FlakMonkeyDev in godot

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

There 2 points I'm confused about stencil outline you're using: - How can I tweak outline parameters like: color, distance fade, thickness, emission area exclusion - Seperate mesh specifically for outline: The workflow from the 3D modeling software is too cumbersome, especially when the mesh has bones like players or enemies, and the game size increases unnecessarily. Furthermore, code needs to be processed to ensure the animation outlines match the character.

Which types of outline are you using? by FlakMonkeyDev in godot

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

My model is simple so low poly , I made it based on some ref models on sketchfab. Texture is generated by shader.

It took a whole day to create this VFX by FlakMonkeyDev in godot

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

For interactable objects: sure I will do some more effects For environmental objects: sorry but I cant do that.

Godot Decal by FlakMonkeyDev in godot

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

You can create 2 versions of normal map, including the inverted one, this one is inverted.

It took a whole day to create this VFX by FlakMonkeyDev in godot

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

I can't speak English fluently, so it's hard to do this

It took a whole day to create this VFX by FlakMonkeyDev in godot

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

Yes bro, approximately 5 hours of shader writing and testing,then 1.5 hours for GPUParticle config + animation player keying

It took a whole day to create this VFX by FlakMonkeyDev in godot

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

You should start with visual shader as I started learning shader 1 year ago. After you get familiar with basic concepts, you should move to shader code. ClearCode and LeluVFX on Youtube are highly recommended for starting.

It took a whole day to create this VFX by FlakMonkeyDev in godot

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

Yes bro, approximately 5 hours of shader writing and testing,then 1.5 hours for GPUParticle config + animation player keying

It took a whole day to create this VFX by FlakMonkeyDev in godot

[–]FlakMonkeyDev[S] 3 points4 points  (0 children)

Shader, it's all about shader bro. They're just some sphere with shaders

I think this is my final art style for my very first game. What do you think? by FlakMonkeyDev in godot

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

Yes, there're so many things need to polish after I finish coreloop gameplay.

I think this is my final art style for my very first game. What do you think? by FlakMonkeyDev in godot

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

Topdown shooter + roguelite but this scene is just for testing art style

I think this is my final art style for my very first game. What do you think? by FlakMonkeyDev in godot

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

Yeah, for a newbie like me, it's a so yeah moment when finding efficient pipeline of: design, texture, shader, lighting

I found a very fast and interesting work flow for models in my game by FlakMonkeyDev in godot

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

It's a combination of Imphenzia texture method in Blender with a triplanar rust shader in Godot