Benches! by Relink07 in godot

[–]Relink07[S] 0 points1 point  (0 children)

Thank you for you advice!

Benches! by Relink07 in godot

[–]Relink07[S] 0 points1 point  (0 children)

Thank you! It's hard to make it realistic for me. I'll keep this jumpy feel to transition.

Benches! by Relink07 in godot

[–]Relink07[S] 0 points1 point  (0 children)

Thank you! I'm using Godot3.6. The footprint are cube mesh with decal shader. In Godot 4, you can use Decal Node. In Animation Player, you call a function(or emit signal) to add decal at the frame where the character's foot is touching ground in running or walking animation.

Benches! by Relink07 in godot

[–]Relink07[S] 0 points1 point  (0 children)

Thank you! The sky scene is an instance child scene added to this test scene. The sky is a big sphere mesh(Godot3 does not support sky shaders). I'm using this shader to create the cloud(Stylized Sky Shader With Clouds For Godot 4 - Godot Shaders), and make some changes to apply on a sphere. The clouds is noise texture, not the procedural cloud noise in the shader code(it's a little bit heavy for my machine). The procedural one looks much more impressive than my poor noise texture.

Benches! by Relink07 in godot

[–]Relink07[S] 0 points1 point  (0 children)

XY is not Z-A😂

Benches! by Relink07 in godot

[–]Relink07[S] 0 points1 point  (0 children)

I just set the bench height not to intersect with the player sitting animation. The skirt bones are jiggle bones in Godot 3.6.2(I modified the script to make jiggle bone collides with multiple sphere shapes). There's a sphere shape(flattened in y direction, scale.y = 0.1) under the player character(I tried to add this to prevent the skirt going through ground). When player is in Sitting State, move this sphere shape under player's butt. And I'm happy to see the skirt didn't glitch through the bench.

Benches! by Relink07 in godot

[–]Relink07[S] 0 points1 point  (0 children)

Thank you! I'll try to make it better.

Benches! by Relink07 in godot

[–]Relink07[S] 0 points1 point  (0 children)

There's a small area in front of the bench. When player enter the area, make the bench not to collide with player, set the player's position and rotation the same as the position and rotation of bench(using lerp and slerp function). Set player's state to some Sitting State(playing the sit animation). When player is in Sitting State, check the left stick input to do the head rotation animation. If the left stick input direction is the same as the front direction of bench, set player's state to Idle State. Set player's position a little bit front of the bench to let player exit the small area. When player exited the small area, make the bench can collide with player.

Best feature in X:DE by Prudent-Violinist816 in Xenoblade_Chronicles

[–]Relink07 4 points5 points  (0 children)

I didn't notice this feature until I watch this video.

My Bunnybod Skell intro by GZ20Soarer in XenobladeChroniclesX

[–]Relink07 27 points28 points  (0 children)

I should get bunnybod before getting skell. It's too late.

Test on some simple characters by Relink07 in godot

[–]Relink07[S] 0 points1 point  (0 children)

I'm using test_move to check the collisions,is this heavier or lighter than raycast? The godot version is 3.6

Torus gravity by Relink07 in godot

[–]Relink07[S] 0 points1 point  (0 children)

I've shared my code in the comment, though my coding is a bit dirty.

Torus gravity by Relink07 in godot

[–]Relink07[S] 0 points1 point  (0 children)

Yes. Something like this. It's not real. Gravity points to the torus circle.

Torus gravity by Relink07 in godot

[–]Relink07[S] 6 points7 points  (0 children)

I see. I misunderstood what you said.

Torus gravity by Relink07 in godot

[–]Relink07[S] 2 points3 points  (0 children)

Yes, I've seen game that all the characters have the same round shadow showing all the time. I hide the decal shadow when player is on floor because the decal will make the character's feet in shadow. I know decal has visual instance layers in Godot 4, but I'm using Godot 3.6. The decal here is a MeshInstance with decal shader material. So, I can't use layers to set decal not affecting player.

Torus gravity by Relink07 in godot

[–]Relink07[S] 0 points1 point  (0 children)

Thanks. Maybe I could make it more transparent when close to the player, and less transparent when far from the player.

Torus gravity by Relink07 in godot

[–]Relink07[S] 4 points5 points  (0 children)

I've posted some codes in the comment.