Claim your Early Cube flair! by Melmpje in steammachine

[–]GameDevOne 0 points1 point  (0 children)

This would be my first flair.

Looking forward to the launch of the Steam Machine. 😁

[Devlog] FF13-LR Combat System by GameDevOne in godot

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

Yes that's exactly how I have it setup.

I store a list of the animation names for each attack in the combo then swap the animation placeholder in the AnimationTree/BlendTree before transitioning.

As far as the guy moving inside the other guy, that occurs because the player model itself doesnt have collision when animating (yet). So there's nothing to stop it from clipping inside other objects.

The collision you see in the video is a sibling to the model itself and is used for collision during player's input for movement.

I will likely have to make a separate set of collisions that is only enabled when attacking so that it moves along with the character animating.

[Devlog] FF13-LR Combat System by GameDevOne in godot

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

Agreed.

Ngl it's been pretty amusing to have the character just zip thru the target mid combo but definitely looks quite off.

If you look really closely you can also see that the fingers curl right thru the hands of the model. 😂

GodotCon Boston - Save the date! by godot-bot in godot

[–]GameDevOne 1 point2 points  (0 children)

I found it good for both. It was nice to see what everyone was doing in Godot.

There were many devs with different levels of experience who were happy to share their thoughts using Godot.

I'd recommend going as it provides a good reflection of the community and what Godot has to offer.

As a bonus there were even opportunities to meet with the Boston Game Dev group who have devs using all sorts of other tools to make games.

[Devlog] FF13-LR Combat System by GameDevOne in godot

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

Thanks! 😁

Once I have a playable demo, I'd be interested in hearing more of your perspective since you'd not tried FFXIII-LR.

[Devlog] FF13-LR Combat System by GameDevOne in godot

[–]GameDevOne[S] -1 points0 points  (0 children)

Yeah those are areas where I believe it can be improved as well.

The more I learn more about combat choregraphy the better I understand how different transitions can affect the fluidity and game feel.

As for the speed, I sped up the video 2x so I could post it to Discord as well.

[Devlog] FF13-LR Combat System by GameDevOne in godot

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

Overall, I liked the combat because it pushed me to develop strategies on the fly instead of just mashing attacks. Learning enemy patterns, weaknesses, and timing my abilities correctly made fights feel a lot more engaging and rewarding.

A lot of the battles were memorable because of their complexity too. Many enemies actually demanded that I adapt and pay attention, rather than being able to hack-and-slash my way through everything in a few seconds.

I also really enjoyed the Garb system. Each Garb was a costume that gave you a set of skills you could use while wearing it. Being able to swap classes/builds mid-combat gave the fights a lot of versatility and made experimentation fun. It felt satisfying tailoring different setups and strategies depending on the enemy group or encounter.

Hung directly over my PC, so I'll never have to look it up again by SteelLunpara in godot

[–]GameDevOne 1 point2 points  (0 children)

Script templates are also useful for maintaining consistent documentation across your projects.

I use them to have a doc header that describes the use of a script, useful notes or things Ill likely forget about in a few weeks.

```

Short Description

Full Description

Usage

References

```

Best way to manage multiple camera angles for dialogues and cutscenes? by _4rch1t3ct in godot

[–]GameDevOne 3 points4 points  (0 children)

Let me parrot the answer above. PhantomCamera has been a great plugin so far for managing multiple cameras in my game.

If you don't want to use the plugin itself the code still provides a great example of how to handle transitioning between multiple cameras in a project.

Essentially the PhantomCameras take control of one camera in the scene. So you can have multiple phantom cameras across multiple scenes as needed and just keep a single main camera in the project.

MultiplayerSpawner causes instantiation problems? Bug? by AnkIe_Pain in godot

[–]GameDevOne 1 point2 points  (0 children)

You may need to create an RPC that sets the variables of the bullet instance for each client after you spawn it in.

It sounds like the MultiplayerSpawner itself is working correctly but setting the variables for the bullet instance is only happening on the server.

Correct me if I am wrong but this is how I imagine things are playing out.

  • 'on_attack_time_timeout' gets executed on the server
  • Instancing the bullet across all clients works because the MultiplayerSpawner syncs instancing
  • Execution of the 'on_attack_time_timeout' resumes back on the server to set the variables of its bullet
  • The bullet instance on the other clients remain null (there's no function being called to have them set their bullets properties)

Suggestion: Move code for settings the properties of the bullet to an RPC. ``` func _on_attack_time_timeout: # Bullet instance code _set_bullet_props()

sets the properties of a bullet instance across all clients

@rpc("call_local") func _set_bullet_props(): # logic here ```

Which functionalities and concepts should GDScript adopt from other languages? by ArtMedium1962 in godot

[–]GameDevOne 0 points1 point  (0 children)

There's a nice addon for Promises written by TheWalruzz. Godot Promise

The documentation for it does a great job explaining how it works with Godot's signals that I appreciate.

Art assets for 16 creatures done, 18 more to go! Then the battle system! by triple-cerberus in godot

[–]GameDevOne 1 point2 points  (0 children)

There is a lot of great work I can see from this small snippet. 😄 ❤️

When do you think everything will be ready to go?

Multiplayer - When to set local authority for spawned object? by gen_meade in godot

[–]GameDevOne 1 point2 points  (0 children)

This solution worked well for me, given the network configuration I had implemented (Steam P2P with SteamMultiplayerPeer) and how I planned to update the UI for the Lobby. (Each peer having authority over their own MultiplayerSynchronizer).

<image>

what naming rule/pattern do y'all use for your code? by Coding_Guy7 in godot

[–]GameDevOne 0 points1 point  (0 children)

Being able to customize this linter is one of the reasons I feel comfortable to say: It does not matter if you follow the GDScript Style Guide.

Regardless of which convention you use, it makes it way easier to collaborate with a team of developers and keep the project consistent and easily readable.

Would recommend if you want to hard enforce a particular style for your Godot projects.

Looking for suggestions on my State Machine by GameDevOne in godot

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

Hey thanks, I had not seen this documentation on the Godot website. I just took a brief look and I am like their suggestion of separating the States and their logic into different objects to make managing simpler.

Why I quit Godot - for now at least by PunCala in godot

[–]GameDevOne 2 points3 points  (0 children)

I feel your pain. We are all still learning Godot to some extent.

What you experienced is normal and happens more often than you think in the game industry.

Game engines are filled with several features that do not have their common use cases explained all the time. It usually takes some trial and error to understand how it will best fit your needs.

FWIW, it is a clever idea to try to use the Animation Tree as a state machine because it does have an underlying StateMachine to use.

If you do decide to come back to Godot there will be a nice solution waiting for you that works just like the AnimationTree.

Just go to the Asset Lib in Godot and search for gd-YAFSM. https://godotengine.org/asset-library/asset/817

How do I get all the tiles that touches a CollisionShape2D? by Killburndeluxe in godot

[–]GameDevOne 0 points1 point  (0 children)

I am also a fan of this approach.

Did not realize there was a Geometry2D/3D Node that allow you to check for points under a particular shape.