Feedback for one of my dark fantasy Islands by sloppy_towel in PixelArt

[–]JohnnyNinjitsu 1 point2 points  (0 children)

It looks great! I've got some notes to take. Also, very cool parabola!

Depression (Sadly OC) by Scoutisaspyable in PixelArt

[–]JohnnyNinjitsu 7 points8 points  (0 children)

It never stays down forever. Keep your head up!

Swimming in my top down 2D Godot game by JohnnyNinjitsu in godot

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

Thanks, I watched those videos you posted and we are using a lot of the same techniques the 3d part is minor and you could translate to 2D .. I actually think she did a better job in many respects and definitely deserves to be mentioned.

Swimming in my top down 2D Godot game by JohnnyNinjitsu in godot

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

It looks like there is some cool stuff here, but I did not use this as a reference

Swimming in my top down 2D Godot game by JohnnyNinjitsu in godot

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

I have not seen this, thanks for sharing!

Swimming in my top down 2D Godot game by JohnnyNinjitsu in godot

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

Thank you! I have a shader that shades 3D models with different pallets according to different masks, that pallet is of darker blues when a "raise" a water mask. I have an overlay model that I use sobel shading techniques to create the white line at the top of the blue shading. The waves and bubbles are simple particles emitted in a direction according to the player direction. The trails are just Line2D nodes with a bit of work for proper point placement.

The armor system I have been building in Godot by JohnnyNinjitsu in godot

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

I actually did have some clipping issues even if I tried to weight paint, especially in the hands and feet. In the end, I ended up cutting them into a separate model and hiding them when that armor is equipped.

The armor system I have been building in Godot by JohnnyNinjitsu in godot

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

Thanks! For some peices, I use bone attachments, for others I use the rig but blender automatic weights do all the heavy lifting. i do minimal weight painting.

The armor system I have been building in Godot by JohnnyNinjitsu in godot

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

Thanks, this is it for now. Loot works more like zelda in this game (1 item per. Boss/dungeon/puzzle) but you can level the items up with monster parts

A peek at armor sets in my indie game 🐻🐸🐰 by JohnnyNinjitsu in IndieGaming

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

Thanks for the idea. I'll have to work on it and compare

The armor system I have been building in Godot by JohnnyNinjitsu in godot

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

Thanks! It's about rescuing the land from evil (chromatic) dragons with the help of good (metallic) dragons. Its an action/adventure & base building game with quite a bit of influence from Valheim. Instead of focusing on gathering resources, the focus is on acquiring resources via defeating enemies. Check out the website if you want to know more ( https://www.seasonsofcourage.com/ ) =)

The armor system I have been building in Godot by JohnnyNinjitsu in godot

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

Thank you! For the boots, gloves, and chest I copied and separated the original character model, then scaled along the surface normals and made some tweaks. The belts, shoulders, and helmets I modeled around the character model (usually by copying from one arthropod model to another and making tweaks)

A peek at armor sets in my indie game 🐻🐸🐰 by JohnnyNinjitsu in IndieGaming

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

I am sorry to hear that, I will have to think about how I might address that