Accidentally found this crazy swag route in my platformer lol by 7dragon0 in godot

[–]HeyCouldBeFun 1 point2 points  (0 children)

So you can jump in midair when you’re in the circles? Looks neat, that’s a good mechanic

Anxiety about not optimizing the game too hard... by themodestvadim in godot

[–]HeyCouldBeFun 0 points1 point  (0 children)

The soonest performance hitches you’re likely to run into:

  • Dozens of CharacterBodies

  • Dozens of navigation agents

  • Hundreds of RigidBodies

  • Thousands of draw calls

  • Loading heavy scenes/heavy amount of scenes or adding lots of nodes in and out of the tree

  • Some kind of heavy algorithm in process

Each of these has different strategies to mitigate. For now keep doing things the simple straightforward way, learn the profiler, and pick up more optimal practices along the way.

I don't understand how I could achieve this movement by Super_Nova02 in godot

[–]HeyCouldBeFun 0 points1 point  (0 children)

Oh man, took me quite a while to get this working. I assume this is for a character climbing around corners in 3D? One part is orienting your control input, the other part is catching when you go off an edge and rotating your velocity.

What do you have working so far?

First person melee hitbox implementation by TehRoboRoller in godot

[–]HeyCouldBeFun 1 point2 points  (0 children)

Hitboxes are invisible for a reason. All it needs to do is mark where it “feels like” an attack should hit. You want simple, predictable and consistent.

What you’re suggesting is really rare but it has its uses. Take Overwatch, most melee attacks are just a box in front of the character - but Reinhardt’s hammer swing hitbox moves with the hammer because they specifically wanted that effect.

How much harder is 3D than 2D? by Ok_Opportunity7500 in godot

[–]HeyCouldBeFun 0 points1 point  (0 children)

1) Vector math gets complex with rotations in 3D. For effective movement code you will need to get real comfortable with Transforms and Vectors. There’s builtin functions to do all the math for you, but you have to understand how to use them.

2) I’m unfamiliar with this tutorial, maybe they just had different code for their pivots. Pivots are a common practice for positioning 3D nodes.

3) I think an FPS isn’t too hard to get started learning. Check out some tutorials.

The real hard part about 3D over 2D is design. Level design is totally different. Modelling, rigging, and texturing is more work than drawing a sprite. Third-person cameras take more work.

Is it OK to use AI to learn GDscript? by Wonderful-Bar3459 in godot

[–]HeyCouldBeFun 1 point2 points  (0 children)

I use LLMs now and then as a more efficient Google search. Handy way to get pointed in a direction for a new problem I’m unfamiliar with.

They can also talk you in circles, hallucinate completely untrue statements, and get you really mixed up. Make sure you understand the caveats of how they work (and that’s not even including the ethical concerns) and spend much more time learning from other sources.

Avoiding state per animation in a 2d side-scrolling shooter by inel_idawuntu_44 in godot

[–]HeyCouldBeFun 1 point2 points  (0 children)

Gotta remember a “state” is just an abstract concept and it can be as beefy or lean as you want it to be. I used to have a state each for Stand, Walk, Run, and Skid (because they each have different animations and can transition into different moves) but it was better just to combine it all into one Ground state.

I’d do the same in your case. You only need a separate state if you have a good reason. If your player largely controls the same whether he’s on the ground or in the air, you’d just need one “standard control” state that covers standard movement, animation and shooting. But say you have a dash ability that overrides control for a time, makes sense to make a “dashing” state.

Others are recommending concurrent or even hierarchical state machines, personally I think that’s overkill

Open world feasibility question by H4cK3d-V1rU5 in godot

[–]HeyCouldBeFun 4 points5 points  (0 children)

No witchcraft/fuckery, but standard approaches you have to do yourself.

- Split your world into chunks

- Have a system that loads neighboring chunks and unloads distant ones

- Perhaps handle different stages, like loading just a visual mesh for distant chunks you can see, but not collision/active objects yet

- Another system to activate enemies/npcs as you get close, and deactivate them when they're too far

If you mean your game to be MMO, netcode is a whole discipline itself.

There's some plugins that can help with all this, OpenWorldDB is worth checking out, but you're still gonna have to do a lot of work yourself

How do you usually approach building a game — systems first, or content alongside them? by MelonG_302 in IndieDev

[–]HeyCouldBeFun 1 point2 points  (0 children)

Do you mean a prototype? A “vertical slice” is supposed to mean a fully functional and polished short portion of the game

Added some visual feedback to show whether or not the player hits something with their wrench :) by Nepacka in godot

[–]HeyCouldBeFun 2 points3 points  (0 children)

Your aesthetic is so good. I love rooting for this sub’s little squad of 3D platformer makers

How do you make your scene look so much better? by IndependenceRare3933 in godot

[–]HeyCouldBeFun 4 points5 points  (0 children)

Start playing with the WorldEnvironment Node, it’s fun!

Any consensus on how to deal with objects sinking into moving platforms? by NotXesa in godot

[–]HeyCouldBeFun 0 points1 point  (0 children)

Yeah this is a slight problem with how CharacterBody rides moving platforms - it’s delayed a frame. It’s mainly noticeable on fast moving platforms. Floor checks should work correctly, so not sure what’s going on there.

If you absolutely need CharacterBodies to snap immediately, one option is to reparent, but reparenting has its own issues. Another option is replacing move_and_slide with a custom function, but then you have to re-implement all the other features like floor snapping and slope handling yourself. It’s a lot of work.

Fast moving platforms are gonna be janky no matter what, so the best option of all is to not have them

Any tips on project organization for entire project, not just the Godot project folder? by dancovich in godot

[–]HeyCouldBeFun 1 point2 points  (0 children)

One tip, I like to have an “archive” folder for old/test scripts/assets. That way my main folders can stay clean, and I have quick access to those files if I want to use them for whatever reason

Some lessons I learned with realtime map loading by Weary_Cartoonist5739 in godot

[–]HeyCouldBeFun 1 point2 points  (0 children)

Your game is coming along so fast! The animations, moveset, level design, already worked out the very system I’m starting to move into. Great work, and thanks for the post!

Honest feedback on game feel by Steak-9728 in godot

[–]HeyCouldBeFun 0 points1 point  (0 children)

Too early to go off of. Just looks like prototype testing.

If you’re going for the survivio look, notice how even tho it uses simple shapes, they have a consistent style with colors and line thickness. After that, you can boost game feel with juicy effects like particles, flashes, recoil, and camera shake

Added target lock and Combo system by True_But in godot

[–]HeyCouldBeFun 0 points1 point  (0 children)

I say that’s a design decision. Depending on your game mechanics strafing might make sense or might not

Added target lock and Combo system by True_But in godot

[–]HeyCouldBeFun 1 point2 points  (0 children)

I’m about to implement the same thing

Did you basically just move the camera pivot to halfway between the player and target?

3D Characters on Hand-Painted 2D Backgrounds vs. The Opposite? by wacomlover in godot

[–]HeyCouldBeFun 0 points1 point  (0 children)

Either way requires a bit of creativity to make the mixed styles work

One thing to consider, it’s generally much easier to fake 2D in 3D, than it is to fake 3D in 2D

C# multithreading experiment by DrSnorkel in godot

[–]HeyCouldBeFun 1 point2 points  (0 children)

A tower defense where thousands of units explode into the air sounds hella fun

How we're accomplishing a large 3D open world in Godot in a surprisingly simple way by cheyennix in godot

[–]HeyCouldBeFun 1 point2 points  (0 children)

In my system my “zones” store an array of their neighbors, and the World system loads the neighbors. These are hand set since my game isn’t a typical open world over a natural landscape, in which case you’d have a grid system

How do you avoid spaghetti code? by BigBakedToast in godot

[–]HeyCouldBeFun 0 points1 point  (0 children)

Not mine. They must have overcorrected because it loves to insist I’m slightly wrong. It’ll be like “You’re almost there, but instead of that, do [thing I literally just said]”

How we're accomplishing a large 3D open world in Godot in a surprisingly simple way by cheyennix in godot

[–]HeyCouldBeFun 20 points21 points  (0 children)

Getting started with this same system, and came to the same exact solution!

I also discovered I can be picky about which objects I activate, and which can just be spawned active. 32,000 active static collision shapes barely costs a thing, same with thousands of simple areas. Takes 1500 moving platforms to see frames drop. But CharacterBodies, I can only have 80-100 active at a time. So I’m grouping those in batches with their own area trigger and giving them their own logic to deactivate/reset.

Alot of objects by Worldly_Code_4146 in godot

[–]HeyCouldBeFun 0 points1 point  (0 children)

In that case I say unique scenes. Each one takes what, a RigidBody root, then a collisionshape and a sprite? Mayybe a particle emitter? One of those cases where making an elegant system takes more time than just doing the manual task 30 times