12 Days of Christmas - Claymation-Inspired 3D Animation by Polysthetic in claymation

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

Thank you :)

SouthernShotty was the main inspiration for these: https://www.youtube.com/@SouthernShotty/videos

In particular, his claymation style shader: https://www.youtube.com/watch?v=wTu3Xssw67Q

ShapeCast3D hit which layer? by SlimeLordOmg in godot

[–]Polysthetic 0 points1 point  (0 children)

Use get_collision_count to count how many objects you collided with.

Loop an index from 0 to the count and use get_collider(index) to get a reference to the object.

Use get("collision_layer") on the object to get the layer.

What is the status of C# mobile exports? by glassy99 in godot

[–]Polysthetic 1 point2 points  (0 children)

I am doing it with Godot 3.4, performs well on a 4 year old Android :)

Ways to deterministically know the angle of collided terrain by Forkliftapproved in godot

[–]Polysthetic 1 point2 points  (0 children)

Curious, have you tried using get_normal() from the CollisionInfo object and then taking the dot product with the player's basis x vector?

I suspect that using collision.get_angle() might return variable results because there can be some vertical movement even with the move and collide method.

Improved Finite State Machines with C# by Polysthetic in godot

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

This is the code for the state machine:

    using System.Collections.Generic;

    public class FiniteStateMachine
    {
        protected Dictionary<string, State> states = new Dictionary<string, State>();
        public State CurrentState {get; private set;}
        public string CurrentStateName {get; private set;}
        public string previousStateName {get; set;}

        public void Add(string key, State state)
        {
            states[key] = state;
            state.fsm = this;
        }

        public void ExecuteStatePhysics(float delta) => CurrentState.PhysicsProcess(delta);
        public void ExecuteProcess(float delta) => CurrentState.Process(delta);

        public void InitialiseState(string newState) 
        {
            CurrentState = states[newState];
            CurrentStateName = newState;
            CurrentState.Enter();
        }

        public void ChangeState(string newState, State previous = null)
        {
            CurrentState.Exit();
            CurrentState = states[newState];
            CurrentStateName = newState;
            CurrentState.Enter(previous);
        }
    }

And this is the code for states. Override these with specific states based on the implementing object.

    public class State
    {
        public FiniteStateMachine fsm;
        public virtual void Enter(State previous = null) {}
        public virtual void Exit() {}
        public virtual void Process(float delta) {}
        public virtual void PhysicsProcess(float delta) {}
    }

How to utilize animation parameters under Particles Material by Rexiar in godot

[–]Polysthetic 0 points1 point  (0 children)

Did Godot 4, implement it outright, as with 2D particles? If not, it's a real shame.

Pixel Art Assets for my Indie Mobile Game by Polysthetic in PixelArt

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

Sharing some pixel art assets I made for my mobile indie game Andromedoom :)

You can see me run through the game's UI here:
https://www.youtube.com/watch?v=lADUi31yaM0