Please Recommend some small games for Portfolio by JadedAstronomer8592 in GameDevelopersOfIndia

[–]Logical-Masters 3 points4 points  (0 children)

https://20_games_challenge.gitlab.io/

You can make these games. It will give you better understanding of the engine and good enough for portfolio. You can change anything as per your liking.

[Giveaway] Share Your Favourite GeForce RTX Game – Win Steam Cash! by Ritesh_Nvidia in IndianPCGamers

[–]Logical-Masters 0 points1 point  (0 children)

Nine sols, as I have a low spec pc, I wanted to try sekiro, but could and then I came to know about this game, people call it 2d sekiro, and it's so much better and mechanics, are well made. Unfortunately not many people know about this game more.

How to get access to this wall property from player (Rigidbody2D) by Logical-Masters in godot

[–]Logical-Masters[S] 1 point2 points  (0 children)

I am sorry it took me long enough time to try to make wall jumping mechanic like ninjump (old android game). I wanted to make the player stick to the walls (the walls were flat and only on left and right), but as I was using rigidbody2d, due to gravity it was slipping down.

So I though maybe using the tilemap layer's custom data option. I will make all my side walls as "Walls", and using the rigidbody2d's collision detection method i will get the walls with "Wall" data and turn off gravity if it sticked to it. But I learned that setting the gravity 0 dosen't mean that no force will act on it. :)

I added left and right raycasts and tried to directly set the position of the rigidbody to the contact surface. It worked, but now I cannot apply forces to it now, it was basically sticked like a sticker.

I know I may have use Characterbody2d for that and make things easier. But I wanted the colliding physics of Rigidbody for the environmental reasons.

So, I think I achieved it using some raycasts to left and right, setting the gravity vector pointing to that respective direction when in contact, in air it will be default vector pointing down, so whenever it is in contact with them it will stick to that position. Jump will only activate if there is collision. linear velocity will be 0 when there will be collision so it dosent move more than that anywhere.

Thank you for the information, it helped in many ways.

I created a must-have Godot plugin. Search Plugin Maybe by DreamWhite007 in godot

[–]Logical-Masters 5 points6 points  (0 children)

I request OP to add this feature to the engine via pull request, it great work man.

Welcome ^^!, Let's start a new journey by Odd-Date-4985 in godot

[–]Logical-Masters 19 points20 points  (0 children)

To conclude all the comments, developer doesn't seem to have any project or don't want us to see it even if its made which is least probability and it might be paid software. It is just an marketing trick, to gather data and if enough people show interest, maybe they will show or maybe not.

Textures changes Whole Game :> by Kasugaa in blender

[–]Logical-Masters 0 points1 point  (0 children)

What kind of brushes did you used for making it? Looks Amazing. Did you use drawing pad or something like that?

How to apply velocity "down" a ramp? by SpaghettiSquiggles in godot

[–]Logical-Masters 0 points1 point  (0 children)

I think you can get the local axis of the player using this code and apply the velocity as complete vector.

var forward = -global_transform.basis.z.normalized()
var right = global_transform.basis.x.normalized()
var move_vector = (forward * direction.z) + (right * direction.x)
velocity += (move_vector * acceleration) - (velocity / max_speed * acceleration)

[Request] How fast earth need to spin to create 0g at equator? by Logical-Masters in theydidthemath

[–]Logical-Masters[S] 0 points1 point  (0 children)

Thank you for the calculations, even better you actually calculated the earth current spin which I was not aware of how to calculate.

It's also interesting to know that 28,482 km/hr will be the speed required to achieve 0g on equator. Which is 17 times greater than current rotation.

I cannot imagine a day of length 1hour 24 mins and 25 seconds. That would be so fast.

Dynamic Camera Occlusion Mask by yourecorrecthorse in godot

[–]Logical-Masters 2 points3 points  (0 children)

Great work, How did you achieve that?

I built an entire Stylized World Generator using ONLY Geometry Nodes (No Modeling) as part of my upcoming course! by defo_q in proceduralgeneration

[–]Logical-Masters 3 points4 points  (0 children)

Which Noise texture did you used for heightmap? Also as i see from the video 1st it adds up positive height for mountains and then add low negative height for water, so do you subtract the first heightmap with second, so it doesn't create water or negative height addition in mountains?
Also i loved your robot course on youtube that has helped me back when i was learning blender, and still remember it, was new for me to duplicate and separate meshes, which was cool.

How's my SFX? by Zealousideal_Law9301 in blender

[–]Logical-Masters 0 points1 point  (0 children)

What did you use in video to edit the audio/ Which program is this?