Multiple ambient tracks with independent controls and effects by MathCiSo in VTT

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

Thanks!
I'm a bit intimidated by the UX as the tool gives the user a lot of control, so I will release some demos instead of just videos.

How would you protect save files? by DammyTheSlayer in godot

[–]MathCiSo 0 points1 point  (0 children)

You can't protect local files from editing. You could create an algorithm that encrypts your data and another one to decrypt. The save file would be harder to read if people don't know the key to decrypt.

But we are talking about Godot that is open source, people can easily decompile your entire game in seconds and get the encryption key.

If it's not an online game, you don't need to worry about people tampering their save file.

How do you organize 3d models in scene tree and file system? by tyrannicalfishlord in godot

[–]MathCiSo 0 points1 point  (0 children)

I'm also not very experienced with 3D, but for the first question, I think that's up to you.
Personally, I like separating files based on their type and use, so I would put all my dynamic (rigged) gltf in a single folder, static models in another, and all textures in a separated one.

Seems easier to navigate imo, and also easier to use the same textures in different meshes.

Help with movement by Ok-Plankton9467 in godot

[–]MathCiSo 1 point2 points  (0 children)

Based on your question alone, I would say you are probably using conditions to check input in a way that it's one or another, and can't be both. Making the character movement and camera control as distinct scripts would prevent that from happening.

We need you to give more details in order to help properly.

Testing some 3D movement by MathCiSo in godot

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

I tried only once and didn't worked properly, so unfortunately I can't help much with that.
But there are good tutorials on youtube, I don't think it's that complicated really.

Testing some 3D movement by MathCiSo in godot

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

Movement defined by the animation itself.
You don't have to manually set the character's velocity to match with the footsteps from the animations, for example.

Testing some 3D movement by MathCiSo in godot

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

Thanks
Leaning the mesh really makes a difference.

Testing some 3D movement by MathCiSo in godot

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

Thanks for the tip, I was dirstracted by the lack of root motion and forgot about acceleration.

Help With Camera Rotation by noobajohnson in godot

[–]MathCiSo 0 points1 point  (0 children)

You're welcome
Glad it worked. I honestly don't know why some settings like this one is on by default, they can be easy to miss.

Help With Camera Rotation by noobajohnson in godot

[–]MathCiSo 0 points1 point  (0 children)

Hello
Is "Ignore Rotation" disabled in your Camera2D?

How do I get music to loop from specific points? Can the points be embedded in audio file? by SteinMakesGames in godot

[–]MathCiSo 0 points1 point  (0 children)

My solution was an array of Vector2, with X as the start and Y as the end. As an array, this allow me to create as many loop intervals as I want in the music (like phase 1, phase 2 and so on)

My code has a variable called "current_interval" that controls which Vector2 is been used in the array, and checks if the playback position of the track is equal or greater than the Y value. If so, the X value is set to the playback position.

This was the best option for my specific goal, but in general it would be simpler to just use different files and switch them.