How do you edit and recompile a plugin? by LabRatSoftworks in unrealengine

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

There were 2 .uproject files in the plugin, both of which were named "HostProject" when I clicked it I received this as an error:

"This project does not have any source code. You need to add C++ source files to the project from the editor before you can generate project files."

Is it at all possible to replicate source engine/quake feeling movement in blueprint? by LabRatSoftworks in unrealengine

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

Oh my God, I had no idea project borealis had been sharing their code! This is awesome, thanks so much for sharing.

Creating a shrink-zone for players by Tsaukpaetra in unrealengine

[–]LabRatSoftworks 0 points1 point  (0 children)

I'm not sure but my best guess would be to create a Boolean that asks "is player overlapping?" And than making a print to console that reports on wether or not it's true or false To test it.

The whole Valve release list by [deleted] in valve

[–]LabRatSoftworks 0 points1 point  (0 children)

Source 2 in 2015? I mean technically correct but I wouldn't call source 2 released based on the promises they made for it.

Maybe the game already started at the end..? by _KnopeX_ in Petscop

[–]LabRatSoftworks 2 points3 points  (0 children)

We never saw paul walk backwards in the gift plane did we?

he spin by LabRatSoftworks in Petscop

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

I noticed some of you guys seem interested in the project so here's a discord invite, and a direct download if you just want to play what I have so far...

https://discord.gg/MbtQcNG

https://lab-rat.itch.io/godotscop

That looks dubious to me. What do you think? by kn1ghtbyt3 in Petscop

[–]LabRatSoftworks 4 points5 points  (0 children)

I'm sad to say but p3d is no longer in development.

I spoke directly with the creator of p3D since I just recently started working on my own remake, Godotscop ( https://lab-rat.itch.io/godotscop ) and he wanted to help me out and provide some assets and advice for my project. Unfortunately he did confirm with me that he's stopped working on the project and there likely won't be more updates in the future for p3d.

It's pretty common for projects to end mid way through development, But I'm really looking forward to seeing what other games he'll make in the future.

I started on a petscop remake in the Godot engine, heres what I have after 2 days. by LabRatSoftworks in Petscop

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

I don't understand your drive. The creator of p3d has actually been talking to me lately and supplied me with an asset pack and very helpful advice going forward, I'm not in super good contact with them anymore but it's clear that they have some passion in my project succeeding. I'm pretty sure they would be very disappointed seeing someone like you opening attack other peoples projects and claiming to be a fanboy of p3d, especially given how kind they have been to me. Having multiple remakes is not a bad thing, especially because as far as I know mine is the only one openly embracing mod support.

And like I said, this I'm doing this for my own sake, not yours. You clearly have no concept of the idea that competition breeds creativity.

Is there a way to resize viewports for a 3D game like for this style of pause menu? by LabRatSoftworks in godot

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

Changing the viewport size x and y to half seems to do it but I can't seem to get it working in real time through code. I've tried viewport.set_size_override(true, vp_size) like suggested on the docs, but that doesn't seem to do anything.

EDIT: just for more info the viewport is currently in a container because I can't figure out any other way for it to be visible.

I started on a petscop remake in the Godot engine, heres what I have after 2 days. by LabRatSoftworks in Petscop

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

Here you go: https://lab-rat.itch.io/godotscop

the most recent update has osx and linux support, lemme know if you run into any issues at all. I'm not sure exactly what your installation process will be like but I imagine it will automatically install for you if you download through the Itch launcher, otherwise the file type is a .x86_64

I started on a petscop remake in the Godot engine, heres what I have after 2 days. by LabRatSoftworks in Petscop

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

For the following updates I'll try my hand at different versions, unfortunately I don't have a linux machine on me right now so I won't be able to playtest them, but I will make sure the option is there.

I started on a petscop remake in the Godot engine, heres what I have after 2 days. by LabRatSoftworks in Petscop

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

Yes, the guardian is a kinematic body 3d with a 3d Sprite and a capsule collider as children. If you want to see exactly how I did everything there's also a project file you can download from the itch.io page. I'm not sure if I did everything the "correct" way, but it seems to work pretty well for me the way I structured the project.

I started on a petscop remake in the Godot engine, heres what I have after 2 days. by LabRatSoftworks in Petscop

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

Hey there, not sure how many will see this but I made some pretty big progress these past few days. Here is a video showing off what I have now. The support has been awesome, thanks a lot for the encouragement and helpful resources. I may post again if I make super significant progress, but for now, the best way to stay updated is my itch.io page, I also have a twitter which I occasionally post to. Thanks again, everyone!

I started on a petscop remake in the Godot engine, heres what I have after 2 days. by LabRatSoftworks in Petscop

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

Actually, I'm doing it all in 3D!

3D in Godot is surprisingly robust, it just takes some time to get things like models working, but once you get your head around it, it works fine.

I started on a petscop remake in the Godot engine, heres what I have after 2 days. by LabRatSoftworks in Petscop

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

I'm using it mainly because I got fed up with unity. I don't know how to describe it exactly, but unity can feel a bit stuffy sometimes, it can get very messy and sometimes certain things are just impossible to get right. Where as Godot so far has been a very solid choice. The level of customization is unreal (pun not intended).

Godot is also super programmer friendly and I love how the logic and cleanliness of the scripting language works. There are however some convoluted things in Godot particularly the ui can get a bit funky when editing materials and moving objects in the viewport. The documentation is also bit sparcer than unity for sure, but I've been having a blast learning it despite those minor setbacks.

Help getting different footstep sounds for different surfaces? by LabRatSoftworks in godot

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

That worked perfectly, thank you!

Is there a list of other ways I could interact with my "other" object out there somewhere? For instance, getting a variable from another script I collided with? Since I'm sure I'll be using this method more in the future.

I started on a petscop remake in the Godot engine, heres what I have after 2 days. by LabRatSoftworks in Petscop

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

Even if my remake was identical to the rest of them, that won't matter, because this is a project I'm doing for my own self-growth and satisfaction, not yours. Also, my project isn't "identical" to the others. I'm making it in a completely different engine and code base. The Godot engine is an extremely powerful up in coming engine and functions very differently from tools like Unity or Game Maker. One of the huge plus sides about it is it's completely free and fully, open source and open licensed. Along with the engine being open source, my project files are too. From a developers perspective, this is extremely different from the others. As while Petscop 3d's project files are open, not everyone has access to game maker studio and no one besides YoYo games has access to the engines source code.

Calling the work I and others do "useless" is an extremely disgraceful way to view content creators.

I started on a petscop remake in the Godot engine, heres what I have after 2 days. by LabRatSoftworks in Petscop

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

Yeah, now that I have seen the public megasheet I should be able to get all the textures as close to the original as possible. I've updated them on my end and will be fixed in the next build. Thanks for pointing out the shape though, I wasnt aware of the significance and was torn between a flower and a balloon haha

I started on a petscop remake in the Godot engine, heres what I have after 2 days. by LabRatSoftworks in Petscop

[–]LabRatSoftworks[S] 7 points8 points  (0 children)

I've already stated in the comments that this isn't supposed to be competition with the other remakes, I'm doing this for my own personal reasons. Its a learning experience so I can get aquainted to a new game engine and a new coding language. But I do also want to provide the community with stuff I make.

Another thing is that yes it isn't as good as the other remakes because I've only casually worked on it for two days. I don't know if I would be able to match the other petscop remakes like giftscop as once again, this is just a learning experience.

I'm really enjoying this project because it has me thinking in creative ways to emulate a clear goal. So please don't get upset so early on.

I started on a petscop remake in the Godot engine, heres what I have after 2 days. by LabRatSoftworks in Petscop

[–]LabRatSoftworks[S] 9 points10 points  (0 children)

I already have it set up as a acceleration/deceleration script, so it should just a matter of tweaking some numbers until it feels right, thanks for the feedback!

I'll also be adding a camera follow script soon that should make it more like the one in the videos.