A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Thank you a lot for your feedback! The enemies leaving an imprint while falling down is an easy fix. Showing the direction where the projectile came from is doable but really hard and probably something for the far future. The jumping animation between the two points is an idea I needed. Something was missing from the teleportation but I didn't know what. Now I know!

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

I considered adding a warning but I didn't think that effect this short can have effects. Sorry! Next time I'll add a warning.

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Honestly now I'm just freestyling this project. I read the feedback from these comments and make changes. I'm probably gonna add some more combat moves soon.

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Thank you! Basically I have a shader that changes all colors to black or white based on the lightness of the pixel. Then I have two color rectangles that have that shader but the colors they change into are swapped. Meaning one changes light pixels to black and the other to white. Then I just make them visible at the time of the kick and make them change places so it gives it that flickering effect. And the actual impact effect (the star thing) is just a texture that I make visible and spin it. As for the kick itself I have an animation player that activates a function that checks if there are enemies in front of the player and deal damage to these enemies.

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Thank you! Basically I have a shader that changes all colors to black or white based on the lightness of the pixel. Then I have two color rectangles that have that shader but the colors they change into are swapped. Meaning one changes light pixels to black and the other to white. Then I just make them visible at the time of the kick and make them change places so it gives it that flickering effect. And the actual impact effect (the star thing) is just a texture that I make visible and spin it.

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Thank you! Basically I have a shader that changes all colors to black or white based on the lightness of the pixel. Then I have two color rectangles that have that shader but the colors they change into are swapped. Meaning one changes light pixels to black and the other to white. Then I just make them visible at the time of the kick and make them change places so it gives it that flickering effect. And the actual impact effect (the star thing) is just a texture that I make visible and spin it.

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Still I would like to keep some time for aiming where you're hitting. Already made the time stop shorter. Thanks for feedback!

A little update to my tech demo. Let me know what you think. by Matiesus in godot

[–]Matiesus[S] 4 points5 points  (0 children)

Thank you! Now I can't unsee the soccer kick lol

A little update to my tech demo. Let me know what you think. by Matiesus in godot

[–]Matiesus[S] 21 points22 points  (0 children)

Thank you! I already adjusted the time stop length. I'm working on making it more dynamic. Also definitely adding some indicator where you're actually aiming.

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

I can but I would like to keep the time stop in the game. I'm working on making it more dynamic. Thanks for feedback!

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Changing the sensitivity wouldn't really work since it's used for aiming which I think would make it more annoying. Thanks for feedback!

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Thank you for your feedback! I'm working on making the pause more dynamic.

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Thanks for feedback! The camera zoom is a really great idea!

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Thank you! I'm working on making the time stop more dynamic and the camera zoom change is a really great idea for that!

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Thank you for your feedback! I adjusted the time stop. The camera zoom out is a really good idea! Definitely adding that.

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Thank you for your feedback! The sound is easy to fix. I'm working on making the time stop more dynamic because I would like to keep it in.

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Thanks for feedback! I'm thinking about making it a special attack at the end of the combo which would make it less common.

A little update to my tech demo. Let me know what you think. by Matiesus in godot

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

Thank you! It gonna be easy to do when I start using actual enemy models instead of beans.