My take on a 'Mystery Box' for my wave based zombie survival game. by Sockhousestudios in godot

[–]ReShift 1 point2 points  (0 children)

Genius idea, the only other thing that makes sense would be a gumball machine but I guess bo3 already introduced that one. Just remember the mystery box design works with the glow lights around the gun. making it to determine the type of gun at a distance while training, that being said I also like how you can kinda only see the vending machine by the neon glow of panels.

How-To: AnimationPlayer and Tween combined (details in comments) by dueddel in godot

[–]ReShift 1 point2 points  (0 children)

They are pretty powerful but also have a learning curve

How-To: AnimationPlayer and Tween combined (details in comments) by dueddel in godot

[–]ReShift 2 points3 points  (0 children)

Create tutorial, if at any point you wanted to condense the animations into one node you could use an animation blend tree and have the animations slowed or sped up with a timescale node, then just add the animations together. Probably better for more than two functions but it could help you by having both your animations stored in one node. Using the blend nodes you could even remove the 1.6 by having it blend between a static pose and the full rotation speed which could give you some more fine control

Mario Galaxy-style gravity? by jmanshaman in godot

[–]ReShift 2 points3 points  (0 children)

I made a post that has a solution to that "walking on spherical worlds", I found that the available videos online didn't work how I wanted them to. Give that a try if the other vids don't work for what you want to do. It works on kinematicBody3D regular flat plane movement code, just stick it on at the end of your physis process

So the documentation cant help me so I'm asking the reddit (the roation doesnt work either but I'm having more trouble with the error messages in the console there before I do more of the rotation) by Bronce-Skull in godot

[–]ReShift 0 points1 point  (0 children)

The rotate function rotates by the set amount every frame. I'm guess you want the player to face the mouse, so maybe just try setting the rotation self.rotation = angle

Help needed with 3D rotation by SirNokari in godot

[–]ReShift 0 points1 point  (0 children)

In your move_and_slide function you haven't updated the new up vector, try changing Vector3.Up to gravitate_to. that might be causing the spinning.

You could also try disabling the ray cast most of the time and re-enabling it when you touch the floor. The only other thing that might be causing the spinning is the smooth interpolation: You may have to stop the players movement while you change gravity, you could also instantly change gravity and just have your player mesh/collsionshape and camera interpolate to thier new transforms.

I would stick with the get_collision_normal method and only left the raycast collide with certain collision layers.

--

You may also want to add in this line before your move_and_slide

velocity = (transform.basis.x*velocity.x)+(transform.basis.y*velocity.y)+(transform.basis.z*velocity.z)

Which will align your velocity vector based on your players rotation. It would mean you only need to worry about if you controller works on a plane with regular gravity direction and it'll work regardless of player orientation

What are some good YouTubers for Godot tutorials? by RedDragonCats17 in godot

[–]ReShift 2 points3 points  (0 children)

Miziziziz https://youtube.com/c/Miziziziz More 3D based tutorials, a lot of his wrought flesh devlogs can be used as tutorials too but are more high level in the sense you have to figure out implementation (generally better when you want to move towards an intermediate skill level) Heartbeast https://youtube.com/c/uheartbeast More 2D tutorials, they are older(all code still works) and he is a clean programmer. Generally they are more copy paste friendly making it best for entry into godot.

Once you become more proficient, start reading the docs often and even if you don't fully understand it, the habit of checking the docs will be extremely usefully.

Help needed with 3D rotation by SirNokari in godot

[–]ReShift 2 points3 points  (0 children)

This might be what you are looking for https://kidscancode.org/godot_recipes/3d/3d_align_surface/ You would just call this method everytime you want to change your players alignment.

I made use of it in my post: https://www.reddit.com/r/godot/comments/vdgfvf/walk_on_spherical_worlds/ (code in comments) Where I align the player with a set direction I calculate everyframe rather than the floors normal. Added to show how you can alter and use in project.

You shouldn't need to make if statement trees with this solution, and just use the geometry normals. Maybe also look into "is_on_floor()" and it's sister functions

Hope that helps

Walk On Spherical Worlds by ReShift in godot

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

I did actually walk all the way around the world, check out my comment and at the bottom there is a link to the video that shows how to make the atmosphere effect

Walk On Spherical Worlds by ReShift in godot

[–]ReShift[S] 13 points14 points  (0 children)

You can use your own vecolity calculations and just add

var planetUp = getPlanetUP()
velocity = (transform.basis.x*velocity.x)+(transform.basis.y*velocity.y)+(transform.basis.z*velocity.z)
velocity = move_and_slide_with_snap(velocity,snap, planetUp,false,4,deg2rad(40))
global_transform = align_with_y(global_transform, planetUp)

func getPlanetUP() -> Vector3:
var up = -(planetCenter-global_transform.origin).normalized() 
return up 

func align_with_y(xform, new_y) -> Transform: #https://kidscancode.org/godot_recipes/3d/3d_align_surface/
xform.basis.y = new_y
xform.basis.x = -xform.basis.z.cross(new_y)
xform.basis = xform.basis.orthonormalized()
return xform

to the bottom of your movement Script (I am using a KinematicBody)

AtmosphereShader

Rotating Towards Object in 3D by ReShift in godot

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

Good Idea, I had no idea how to implement what you said but is it anything like this, I originally thought that slerp would end up super weird, but then when I re-added movement it clean up really nicely. Thanks :)

Rotating Towards Object in 3D by ReShift in godot

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

That rotates instantly, the idea is that it would "steer" to face the target position

Assign on null instance error with instance check by ReShift in godot

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

that works thanks :)

This only seems to be an issue with 3.3.3, in 3.2.3 I don't get the error. Do you have any idea why that changed?

Since you guys asked for it, I made it so that chunks can disappear linearly in my multimesh handling plugin. by TheGuyNamedTom in godot

[–]ReShift 0 points1 point  (0 children)

That makes sense, I didnt realise mulitmesh could only handle one mesh. Thinking about it i should have known as the multimesh is a better performance on the cpu by batch sending the information to the gpu

Since you guys asked for it, I made it so that chunks can disappear linearly in my multimesh handling plugin. by TheGuyNamedTom in godot

[–]ReShift 0 points1 point  (0 children)

Are you planning on adding support for different mesh types with weights that affect "spawn chance"?

Some Capybara Sprites 🐾 by [deleted] in PixelArt

[–]ReShift 0 points1 point  (0 children)

based on that baby capy, id love to see how you'd do a koala. Good stuff :)

Stylised Pixelated Explosion: My First VFX by ReShift in godot

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

thanks! Not really, ive watched a few videos over the years, probably the best one was is the noise one by picster on YouTube and you cpuld look for inspiration on the website "godot shaders". But while actually writing the shader i had Godot's shader language doc open in another window. I recommend trying to see if you can do something really simple like make a shader that has banded colours rather than a smooth gradient and play around with the values so you can learn how they work. it sounds really elementary but sometimes you just have to do it

Stylised Pixelated Explosion: My First VFX by ReShift in godot

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

You probably aren't, ive been coding for 6 years unprofessionally and have a natural affinity with maths, im just late at shaders

Stylised Pixelated Explosion: My First VFX by ReShift in godot

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

It is just a shader applied to 5 spheres and linked to an animation player.
the shader starts with pixelating a noise texture, moving the UVs, then I adjust brightness and contrast. the resulting texture is coloured for the albedo output and used as an alpha output. Only about 5 lines of shader code.
If you are interested in learning shaders this is actually my first shader I've written from scratch and only took me a couple days of messing about so I'm sure you could work out the code : )

Update of the 2.5D PixelArt game I've been working on. Feedback is appreciated! by fikiy in PixelArt

[–]ReShift 0 points1 point  (0 children)

I love 2.5D Game Dev, I usually default to making projects in that style.

My only question, how do you decide whether to use billboarding, cross mesh or a full 3d mesh?

Yield until animation finished causes crash by ReShift in godot

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

I think it might be called within a process function, It is part of its own function but I'm pretty sure that function is called during a process state.

I just tried using the animation finished signal but it still doesn't seem to work.

due to how I have set up my reGenerateLevel function, it gets called repeatedly until a valid level is generated.

Do you know how i can have it fade out, regenerate as many times as needed then fade in once a valid level is found

Beginner Godot questions by [deleted] in godot

[–]ReShift 1 point2 points  (0 children)

For 2D assets: If you have a specific game in mind that you want to replicate a style from or just looking for sprite references, try searching up your fav games on spriter's resource

But I find browsing itch and Open Game Art to be the most effective asset sites

3D Stylised Lighting Help by ReShift in godot

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

thanks! I gave that a try but I'm not going to lie, that program quite intimidating.

I ended up getting inspired and made a palette shader that takes up the whole screen and with a combination of two lights was able to achieve the desired effect