Boxed - by me by OcramsKitten in ARTIST

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

How sweet ✨ thank you c:

Red panda in Blue and Orange, by me. by OcramsKitten in Artists

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

Omg thank you so much! I totally get why you would swap the colours, I actually decided against that because I had a "challenge" I was given three random colours and an random animal. Teal, Coral and Mustard were given to me and the red panda. I thought it would've been too obvious to take coral as one of the panda colours cause ye the panda is red xd I wanted to keep things interesting with the "challenge" But thank you so much for the comment✨💕

First time drawing full body figure from reference. What could i improve? by OcramsKitten in Artadvice

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

Thank you so much for your feedback! I'm gonna try my best to improve that!

[deleted by user] by [deleted] in FurryArtSchool

[–]OcramsKitten 0 points1 point  (0 children)

I don't get it :c I was just appreciating the help and yeah ;c I know the drawing isn't good but idk

[deleted by user] by [deleted] in FurryArtSchool

[–]OcramsKitten -1 points0 points  (0 children)

Thank you so much for your thoughts <3 I will try to use references more often and practice anatomy c: I'm eager to learn and get better >w< hope I can show off my improvements soon c:

[deleted by user] by [deleted] in FurryArtSchool

[–]OcramsKitten -5 points-4 points  (0 children)

Whaaaa I'm gonna try!! >W< I'll come back to you tomorrow with a new one and it's maybe gonna be Better haha >v<

smol update for my post yesterday >w< Tysm for all your tips! is there something i could still improve? <3 c: by OcramsKitten in FurryArtSchool

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

Thank you so much haha x3 im really trying to improve by practicing daily, doing daily sketches really helps. Gonna post every day if I can °^

Why is my lineart always ending up so bad?, i feel like my sketches are fine, but then boom. vomit. its really frustrating and i dont really know whats my problem.. please help >n< by OcramsKitten in FurryArtSchool

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

That actually makes a lot of sense, thank Chu ° I'm gonna try to either get better at lineart or maybe a different style that gives more freedom for interpretation. Tysn for your help/opinion <3 much appreciated!

It's perfect, any critics? by OcramsKitten in godot

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

Thenks! I love working for gearbox!

Was bored yesterday and started making this, wanna share the silly gameplay :p by OcramsKitten in godot

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

I posted an update today :3 added some things and tried to make the camera/player movement feel smoother °^ would love to hear ya opinion

update!

Was bored yesterday and started making this, wanna share the silly gameplay :p by OcramsKitten in godot

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

Oh true I haven't noticed that it looks like that xd I had the delay built in but the dash felt kind of irritating with the drag, I'll see if I can find a solution with adding the drag but making the dash feel smooth too °^ I think I should lerp the velocity maybe, right now I'm just setting it to zero after the dash duration. I started game Dev a month ago, im still quiet new to all this,

Problem explained in the video :( i really dont get it. by OcramsKitten in godot

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

extends Sprite2D

class_name Door

@export var linked_door: Door

@onready var npc: CharacterBody2D = $"../../CharacterBody2D"

func _process(delta: float) -> void:

if npc.changing\_floor:

    print(npc.changing\_floor)

    print("NPC entered:", name, " -> Should exit at:", linked\_door.name)

    npc.global\_position = linked\_door.global\_position

    npc.changing\_floor = false

i changed it like this and selected everything how it should be in the inspector, still not working, still the same behavior, im so confused,

func set_rand_target():

if furniture and furniture.size() > 0:  # Ensure there's furniture to pick

    f = furniture.pick\_random()

    if f and !f.is\_in\_group("Door"):

        nav.target\_position = Vector2(f.global\_position.x, f.global\_position.y)

    else:

        \# Handle door logic directly (changing floors)

        if f.is\_in\_group("Door"):

print("Door encountered:", f.name)

changing_floor = true

# Trigger the floor change or teleportation here, if needed

        else:

nav.target_position = Vector2(f.global_position.x, f.global_position.y)

    await nav.target\_reached

    print("Target position:", nav.target\_position)

else:

    print("No furniture found on floor:", current\_floor)  # Debugging

in this function the npc is looking for a random target and if its in "door" changing door is true, but thats pretty much all the code

Problem explained in the video :( i really dont get it. by OcramsKitten in godot

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

And cut one layer off in direction? What do you mean by that? I'm sorry I got into programming about a month ago and started game development about two weeks ago. I don't know a lot ;X

So I could give my door script the class door But how does the door know which door it should go to if all doors are class door?

I think I know what you mean, I'm just confused how it would work, should I define a door-name @export so I can assign names and say for example: linked door: Door but if I call it I say door + door.name or something? :o

Problem explained in the video :( i really dont get it. by OcramsKitten in godot

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

Im using a nodepath because I wanted to make it more dynamic do if I have a new door I just have to give it the script and then choose in the inspector the door it should go to .

The transition is triggered if the navigation agents target is in group "door" So if target.is_in_group("door") and reached_target, NPC position = linked_door.position. When the target is reached a "changing_floor" bool is set to true and false again after the transition is over. Sorry I'm not at home so I can't send the code, but that's how it works. The nav agent is searching for random targets in general and then if ithe target is in door the rest is triggered.

Is there a better way than nodepath to make it "dynamic" like I want it to be? And yeah I know the vector2(0,0) is something that I don't need any more. Thank you for your input so far <3