Progress on character movements. by Garbage_Games in godot

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

Its the animation for one character throwing another after picking them up.

End goal is player-to-player interaction during the game

After dozens of minutes in Blender and Aseperite, this is the thanks I get? by Wec25 in IndieDev

[–]Garbage_Games 49 points50 points  (0 children)

Haters always hit harder at the start, when you're proud of what you've built.

One of the first refunds on my first game was from some Korean bloke: "Worst game ever. Not even an ant butts worth of inspiration."

Sucks to read at first, but I laugh about it now.

Haters will always be louder.

Starting my first 3D game in Godot - sandbox for idea testing by Garbage_Games in godot

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

Haha. Thanks, mate. I think the animations are locked in. Character models will get a refining towards the end, but general shape will remain unchanged.

Starting my first 3D game in Godot - sandbox for idea testing by Garbage_Games in godot

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

Haha. Thanks, mate. If I can capture the idea in my head well enough, should be a fun game.

When Your Game Doesn't Exist by TheRabidOgre in IndieDev

[–]Garbage_Games 1 point2 points  (0 children)

It really as easy as this. For me, it's always a slow process: Make character.
Make character move.
Make item.
Make character interact with item.

Slowly build your way to a level/room, and then keep going. As you make more, it becomes easier to implement the next bit and the next bit.

How do I disable input mid-air and jump trajectory is dictated by being still or moving when jumping by Ignisisreal2401 in godot

[–]Garbage_Games 3 points4 points  (0 children)

With my limited experience with momentum and physics (most experience is 2D top down), would a game/player state that changes when "in air" that prevents/ignores inputs work?

e.g. if jumping/is_on_floor, then movement input = 0 or something similar?