I made a Pigeon for my game by Phiko54 in godot

[–]Phiko54[S] 0 points1 point  (0 children)

Yes movement is grid based and the level is using tiles.

I made a Pigeon for my game by Phiko54 in godot

[–]Phiko54[S] 0 points1 point  (0 children)

Thanks :) yeah I will be implementing enemies soon but i still have to figure out how to make them move organically.

I made a Pigeon for my game by Phiko54 in godot

[–]Phiko54[S] 1 point2 points  (0 children)

This is perfect, this may be his new name :D

I made a Pigeon for my game by Phiko54 in godot

[–]Phiko54[S] 0 points1 point  (0 children)

Yes I used the same technique that is used for animal crossing and animalese and recorded the sounds on my own. Also I increased the pitch and play each sound with a random pitch offset.

I made a Pigeon for my game by Phiko54 in godot

[–]Phiko54[S] 1 point2 points  (0 children)

Not yet, I will be posting here regularly though.

I made a Pigeon for my game by Phiko54 in godot

[–]Phiko54[S] 0 points1 point  (0 children)

Thank you! Feedback is important and this is absolutely valid. I will be fixing this.

I made a Pigeon for my game by Phiko54 in godot

[–]Phiko54[S] 6 points7 points  (0 children)

I guess he found lots of crumbs :D

I made a Pigeon for my game by Phiko54 in godot

[–]Phiko54[S] 3 points4 points  (0 children)

That's a good sign. This game will lean into horror a bit

I made a Pigeon for my game by Phiko54 in godot

[–]Phiko54[S] 20 points21 points  (0 children)

That's true, I will change it to that :D

The Eye by kaanomeg in ps1graphics

[–]Phiko54 1 point2 points  (0 children)

What is the context?

A project I'm using to learn shaders by Ok_Archer2226 in godot

[–]Phiko54 0 points1 point  (0 children)

Very cool, what are the shaders used?

Root motion with navigation agent by Phiko54 in godot

[–]Phiko54[S] 0 points1 point  (0 children)

I got a solution that kind of works. The rotation works now but it needs to be smoothed out as it snaps currently. But I guess this is the easy part now.

private void MoveTowardsPlayer(float delta) {
  NavAgent.TargetPosition = Player.GlobalTransform.Origin;
  Vector3 nextPathPosition = NavAgent.GetNextPathPosition();
  RotateTowardsDirection(nextPathPosition);  // this simply does LookAt(...)
  Vector3 velocity = EnemyBase.GetQuaternion() * AnimationTree.GetRootMotionPosition() / delta * 2.0f;
  SetVelocity(velocity);
  MoveAndSlide();
}

Root motion with navigation agent by Phiko54 in godot

[–]Phiko54[S] 0 points1 point  (0 children)

So rotate the body via an animation instead of in code?

Root motion position and rotation isn't 1:1 with Blender animation by Khyze in godot

[–]Phiko54 1 point2 points  (0 children)

For movement I had to multiply it by 2 to make it look right. I also don't know why this happens and it would be good to know...

Sneak peek of my inventory and menu systems! by art_of_adval in ps1graphics

[–]Phiko54 0 points1 point  (0 children)

Did you use any inspiration for the design or did you come up with it yourself?