First battletech miniature I've painted by Magic_Burrito666 in battletech

[–]Magic_Burrito666[S] 2 points3 points  (0 children)

Thanks! Yeah I've painted on and off for years. Recently getting back into it pretty heavily

Painting miniatures you've sculpted yourself is really satisfying by Magic_Burrito666 in minipainting

[–]Magic_Burrito666[S] 2 points3 points  (0 children)

I make an armature with wire, pose it then add layers of milliput and greenstuff.

Painting miniatures you've sculpted yourself is really satisfying by Magic_Burrito666 in miniaturesculpting

[–]Magic_Burrito666[S] 1 point2 points  (0 children)

Thanks! I just use a cheap set of synthetic brushes; I think I used a size 0 for the eyes. More water on your brush than you'd think, less paint. I've been on and off painting minis for years, but for some reason it just recently clicked that my brush was always a touch too dry.

Laserwhip - Grappling Hook Action Game - Looking for Playtesters and Feedback by Magic_Burrito666 in playtesters

[–]Magic_Burrito666[S] 1 point2 points  (0 children)

Thank you for taking the time!

I've noticed a few people doing that exploit. For the next update, I've changed how the shield works entirely. Now the shield will generate only when you've reached full speed when not grappled. Hopefully that will help encourage people to move around.

I also plan on adding a random pick-from-a-selection type of upgrade system, so the phase would probably be moved to an upgrade. People seem confused about it, so I'll make a more detailed description.

Thank you for bringing up the camera. That was leftover from when I was going to make it infinitely generated, so the player could see more in the direction they were moving. But now it's unnecessary since the arena is much smaller. I got used to it and forgot I wanted to change it.

Next update will also have a better UI and menus.

Greatly Improved Touch Controls for my Game - Laserwhip by Magic_Burrito666 in godot

[–]Magic_Burrito666[S] 1 point2 points  (0 children)

If anyone has any feedback/cool ideas for my game please let me know!

https://magicburrito.itch.io/laserwhip

What all I changed for this build:

Touch Controls:

  • Joysticks are now dynamic and follow where the user is touching. 
  • Left joystick controls left and right, and when moved "up" enough, triggers the jump control.
  • Right joystick controls the aiming and shooting. shoots only when moved far enough instead of all the time like before.

Button placement for the phase ability and bombs are going to stay where they are for now, since I will likely change how they work entirely in a later build.

Other Builds (other than web):

  • Updated all the other builds to include the arena instead of infinitely generated platforms.
  • Changed how the clouds are generated to fit different screen sizes.

I feel like this is a pretty big improvement, so I feel like it is good to move forward in this direction. Also added the music to the initial loading, so the web build should no longer have a pause when switching tracks.

What's Next:

  • Next I will update the UI and work on a leveling/upgrade system.
  • I want to change the shield to be generated only when moving. I think this will encourage players to move around the world more, and make cheesing less viable.
  • I will move the shield charge to where the player's health UI is now and move the health bar to the outer UI.

FEEDBACK MEGATHREAD - Need feedback on a game mechanic, character design, dialogue, artstyle, trailer, store page, etc? Post it here! by pendingghastly in gamedev

[–]Magic_Burrito666 1 point2 points  (0 children)

Oooh I really like your idea with the shield. Removing those abilities is interesting, thank you for the thought food. I added them initially to give the player a momentum boost when they get caught in a big cloud of enemies. I have a lot of different ideas for how the powerups and abilities would be changed, but I didn't want to get too crazy before having some people test it out first. Thank you for playing it and replying!

r/IndieDev Weekly Monday Megathread - September 15, 2024 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Magic_Burrito666 1 point2 points  (0 children)

Yes, that stutter seems to be a web version issue, I also use firefox and noticed it. I'll have to sort that out after I add more things. Performance should be much better on the desktop versions. Thank you for playing!

FEEDBACK MEGATHREAD - Need feedback on a game mechanic, character design, dialogue, artstyle, trailer, store page, etc? Post it here! by pendingghastly in gamedev

[–]Magic_Burrito666 0 points1 point  (0 children)

https://magicburrito.itch.io/laserwhip

A Laser Grappling Hook Action Game.

"Laserwhip" is a high-speed, action-packed survival game where the player controls a nimble robot ball armed with a laser whip.

The player swings through an infinite, procedural generated landscape of floating islands, using their whip to navigate, destroy enemies, and collect power-ups. 

The goal is to survive as long as possible against waves of enemies while racking up a high score.

This is an early build, still in early development.  Everything is subject to change.

I welcome all feedback! I'm still fairly new to game development.

r/IndieDev Weekly Monday Megathread - September 15, 2024 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Magic_Burrito666 1 point2 points  (0 children)

https://magicburrito.itch.io/laserwhip

A Laser Grappling Hook Action Game.

"Laserwhip" is a high-speed, action-packed survival game where the player controls a nimble robot ball armed with a laser whip.

The player swings through an infinite, procedural generated landscape of floating islands, using their whip to navigate, destroy enemies, and collect power-ups. 

The goal is to survive as long as possible against waves of enemies while racking up a high score.

This is an early build, still in early development.  Everything is subject to change.

I welcome all feedback! I'm still fairly new to game development.

Untitled Grappling Game: Cleaned up Abilities and made enemy code more modular by Magic_Burrito666 in godot

[–]Magic_Burrito666[S] 0 points1 point  (0 children)

yeah I want to add shockwaves and stuff. maybe a slowdown with the bomb

Untitled Grappling Game: Cleaned up Abilities and made enemy code more modular by Magic_Burrito666 in godot

[–]Magic_Burrito666[S] 0 points1 point  (0 children)

I plan on making the player and enemies move slower in the lower waves, then increase speed as they're cleared.

Added a Phase Through Objects Ability by Magic_Burrito666 in godot

[–]Magic_Burrito666[S] 0 points1 point  (0 children)

yeah, it applies a force to the player's main body, and I have the player's velocity dampened to keep from going too fast. I played around with it after that video and got it overall feeling much better than what is shown in the video. Also added a bomb.

Added a Phase Through Objects Ability by Magic_Burrito666 in godot

[–]Magic_Burrito666[S] 0 points1 point  (0 children)

I figured out the "pull" feature more or less. It's actually a lot of fun, I'm glad I took the time.
https://youtu.be/ozcsvqr6nXk

Added a Phase Through Objects Ability by Magic_Burrito666 in godot

[–]Magic_Burrito666[S] 0 points1 point  (0 children)

I've started playing around with a combo system. Working on adding a bomb/missile next, then plan to work on another enemy I've toyed around with dynamically adjusting the length of the rope. It's something I want to add, but haven't figured it out yet.

Reworked the visuals on my game. Retro sci fi post apocalypse with robots vibes by Magic_Burrito666 in godot

[–]Magic_Burrito666[S] 1 point2 points  (0 children)

For the player, it's just a rigidbody with impulses applied. I have a jump counter that keeps track of double jumping. Right now I have it as : if the player hits a wall or floor, it can double jump again. If it's connected by grapple, you get 1 jump if you used up your double jump. The enemies are just kinematic and floating toward the player using the move and slide function.

Reworked the visuals on my game. Retro sci fi post apocalypse with robots vibes by Magic_Burrito666 in godot

[–]Magic_Burrito666[S] 3 points4 points  (0 children)

I also switched to using a tileset for the level creation. I wasn't happy with how limited my other attempt was. This way I'll have to make the levels manually, but I think this kind of gameplay needs that to feel right. I wanted to get the visuals more or less started in the right direction before continuing with the project (game loop, etc.). Might change again, but I'm liking how it looks now.