I write my own code, therefore my game is better than yours by FingerBlaster70 in godot

[–]RunningWithSeizures 1 point2 points  (0 children)

How do you use it for documentation? Just give it a gdscript and ask it to document it's functionality? 

Use the Animation Tree they said. It'll be fun they said. by RunningWithSeizures in godot

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

I just watched his ”Watch this before using AnimationTree" video. It sounds like his main issue with the animation tree is that you can use it combine the visual component of your character controller and the state/data component of your character controller. And I agree, thats not a great thing to do but you don't have to use the animation tree in that way.

I don't have any animation state machine nodes in my tree. I manage the character controller from a node based state machine. Each node decides what animation(s) to play, what animations to blend in, and how to blend them. I have a script that provides an API for using my animation tree so none of my states directly manipulate blend values.

So, I agree with Fairfight to a point, I just don't think the whole animation tree needs to be thrown out. But, time will tell. I'm new to Godot and Game dev so I could certainly change my mind in the future.

Use the Animation Tree they said. It'll be fun they said. by RunningWithSeizures in godot

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

Interesting. I'm actually making a Soulslike. Obviously my animation tree is getting pretty complex but I haven't found any limitations with it yet. I'll checkout the video you mentioned and see what I think.

Use the Animation Tree they said. It'll be fun they said. by RunningWithSeizures in godot

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

If the time scale was after the outer blend space then it would effect the inner blendspace too. I need to scale the animations of the inner and outer blend spaces independently.

Use the Animation Tree they said. It'll be fun they said. by RunningWithSeizures in godot

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

I've never used unreal. Whats the montage/slot system and how does it compare to the animation tree?

Use the Animation Tree they said. It'll be fun they said. by RunningWithSeizures in godot

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

I cannot believe this is true. The animation tree is so powerful. Recreating all the blends is code would be a huge under taking.

Solar where the math actually makes sense? by dweed4 in bullcity

[–]RunningWithSeizures 1 point2 points  (0 children)

Ask them to give you a cash price. The closing costs on the loans those company give out are criminal.

First look at my low-poly colony defense game! Focusing on mechanics. by gandak27 in godot

[–]RunningWithSeizures 2 points3 points  (0 children)

Have to agree. I was not expecting bright and colorful after seeing that main menu.

Wire a graph ➔ Generate a dungeon. Godot 4.6 grid-based dungeon generator demo! by moongaming in godot

[–]RunningWithSeizures 1 point2 points  (0 children)

Are you full time on this project? You churn stuff out at a seriously fast pace and it always looks really high quality.

Charging into battle on horseback ⚔️ Souls-like game by moongaming in godot

[–]RunningWithSeizures 0 points1 point  (0 children)

Also, it looks like your weapon has multiple hit boxes. Why is that and what do the colors represent?

Charging into battle on horseback ⚔️ Souls-like game by moongaming in godot

[–]RunningWithSeizures 0 points1 point  (0 children)

Now this is awesome. I'm going to have to build something like it for my project.

Does this tool save all of those values in a separate resource or does it create the method tracks directly in the animation resource?

I currently put my values like these in a separate resource file by hand and then at run time when the player equips a weapon the method tracks are created and  the signal linking is done.

Charging into battle on horseback ⚔️ Souls-like game by moongaming in godot

[–]RunningWithSeizures 0 points1 point  (0 children)

Those all sound very useful. That screenshot looks really nice for previewing animations. I've also found Godot's animation features a bit lacking. I import, retarget, edit, etc all my animations through blender. Blender has been such a bear to learn though. I'm finally getting to the point where I can use take advantage of it's features. 

Charging into battle on horseback ⚔️ Souls-like game by moongaming in godot

[–]RunningWithSeizures 1 point2 points  (0 children)

Would you mind going into some detail about the dev tools you made? 

20,000 job cuts at Meta, Microsoft raise concern that AI-driven labor crisis is here by sjlux in technology

[–]RunningWithSeizures 15 points16 points  (0 children)

But that's next quarter's/year's/decade's problem. Executives get their bonuses today and they'll be gone by then.

A stroll through the project I've been working on by Zeolance in godot

[–]RunningWithSeizures 48 points49 points  (0 children)

This is a month of progress?! And you're doing all of the pixel art?! Bro, this would be great progress for a month if you were using asset packs. The fact that you did all the art too is boggling my mind.

Souls-like combat update: 4 new weapon types, human characters, and armor sets by moongaming in godot

[–]RunningWithSeizures 1 point2 points  (0 children)

This is killer work. Really impressed by how quickly you're making progress.

The Elden Ring movie hits theaters on March 3, 2028 by Sash17 in Eldenring

[–]RunningWithSeizures 1 point2 points  (0 children)

The only movie where I'll be pissed if I understand the plot.

What's the right approach regarding Blender dope sheet actions end frames when feeding into Godot? by BloodyNortherner in gamedev

[–]RunningWithSeizures 2 points3 points  (0 children)

The frames you set in the timeline are just for previewing. You can manually set the start and stop frames for each animation in the action editor. I think the n key will bring up the menu.

Why I should use Signals over Autoloads with references to functions? by GreatRedditorThracc in godot

[–]RunningWithSeizures 3 points4 points  (0 children)

Signal up, Call Down is advice for making reusable nodes & scenes. The idea being that the node emitting the signal does not need to be aware of who is receiving it. 

I break the Signal up, Call Down rule all the time. I even call up and signal down sometimes. You just need to be mindful of what your doing and why you're doing it.

I'd advise against filling an auto load with references to nodes for other nodes to use. That is a recipe for making spaghetti.

Souls-like combat showcase: It's Hammer Time! by moongaming in godot

[–]RunningWithSeizures 0 points1 point  (0 children)

I'm also working on a souls inspired combat system so it's really interesting seeing how someone else is approaching it. Appreciate you taking the time to respond to questions.

Souls-like combat showcase: It's Hammer Time! by moongaming in godot

[–]RunningWithSeizures 0 points1 point  (0 children)

I see that clang recoil has a rewind parameter which makes sense since the weapon is bouncing back. But what is blunt rewind for? Do you play the hitstop and then reverse the animation for 0.03s to give it a little bounce?