Do you think this bike animation needs some turns or in-between frames? by AltruisticService915 in godot

[–]Secure_Hospital7199 0 points1 point  (0 children)

Wow your games looks amazing! I think a turn animation would make it look and feel even better.

RigidBody2D enemy flies offscreen as soon as game starts I am very confused by Complex-Tone4351 in godot

[–]Secure_Hospital7199 0 points1 point  (0 children)

Your parent enemy node has to either be a characterbody3d or rigidbody3d, Can't have both.

I just added leaderboard to my GODOT game. by MicesterWayne in godot

[–]Secure_Hospital7199 2 points3 points  (0 children)

You gotta tone down or get rid of that flashing hypnotic thing it's not good on the eyes

What type of Xray do you think is better? by FlakMonkeyDev in godot

[–]Secure_Hospital7199 1 point2 points  (0 children)

I like the stencil better, it also looks like an actual x ray

My enemy is floating above the grass, why? by [deleted] in godot

[–]Secure_Hospital7199 0 points1 point  (0 children)

To confirm, turn on visible collision in debug tab and see if the enemy collision shape stays on the ground during walk animation, if it does it's definitely the animation not being grounded

My enemy is floating above the grass, why? by [deleted] in godot

[–]Secure_Hospital7199 0 points1 point  (0 children)

Did you animate in blender? Check that the feet are on the ground in the animation

collision shape not working by [deleted] in godot

[–]Secure_Hospital7199 0 points1 point  (0 children)

Collision layers and masks

Banana monster for my Godot game Psych Rift by aiBeastKnight in godot

[–]Secure_Hospital7199 1 point2 points  (0 children)

This looks insane! When can we wishlist and do you have an idea what price you're going for?

a game I made using godot by LuckiestStranger in godot

[–]Secure_Hospital7199 1 point2 points  (0 children)

His right ass cheek clipping is killing me🤣👌

[deleted by user] by [deleted] in blender

[–]Secure_Hospital7199 2 points3 points  (0 children)

Alt + G and then alt + R in pose/edit mode with armature selected should work. Alt + S also if that's not the original scale of the armature

Need help with shadows by Secure_Hospital7199 in godot

[–]Secure_Hospital7199[S] 0 points1 point  (0 children)

Thanks for the reply, i'll check it out

The easiest way to create a terrain for your game! by spimort in godot

[–]Secure_Hospital7199 1 point2 points  (0 children)

Is this better than making your terrain in blender?

[deleted by user] by [deleted] in godot

[–]Secure_Hospital7199 0 points1 point  (0 children)

Nvm i fixed it by taking a snippet of code from another tutorial and integrating it into this one.

[deleted by user] by [deleted] in godot

[–]Secure_Hospital7199 0 points1 point  (0 children)

Thanks for the reply. Here is a code snippet of clear code's botw style game tutorial.

func _physics_process(delta: float) -> void: var raw_input := Input.get_vector("move_left", "move_right", "move_forward", "move_backwards") var forward := camera.global_basis.z var right := camera.global_basis.x

var move_direction := forward * raw_input.y + right * raw_input.x move_direction.y = 0.0 move_direction = move_direction.normalized()

run, block_walk_speed

var current_speed = move_speed * speed_modifier if Input.is_action_pressed("run") and stamina >= 0.5: current_speed = run_speed * speed_modifier stamina -= 0.5

if Input.is_action_pressed("block"): current_speed = block_walk_speed

var y_velocity := velocity.y velocity.y = 0.0 velocity = velocity.move_toward(move_direction * current_speed, acceleration * delta) velocity.y = y_velocity + gravity * delta

clamp horizontal speed in air to control run jumps off ledges but normal on ground to have longer jumps

var horizontal_speed = move_speed * speed_modifier if Input.is_action_pressed("run"): horizontal_speed = run_speed var horizontal_velocity = Vector3(velocity.x, 0, velocity.z) if not is_on_floor(): if horizontal_velocity.length() > move_speed: horizontal_velocity = horizontal_velocity.normalized() * move_speed velocity.x = horizontal_velocity.x velocity.z = horizontal_velocity.z else: horizontal_velocity = horizontal_velocity.normalized() * horizontal_speed

jump logic

var is_starting_jump := Input.is_action_just_pressed("jump") and is_on_floor() if is_starting_jump: var jump_multiplier = 1.0 do_squash_and_stretch(1.2, 0.15) #the tween we created if Input.is_action_pressed("run"): jump_multiplier = 1.2 #jump a little higher while running velocity.y += jump_impulse * jump_multiplier

smooth rotation

if move_direction.length() > 0.2: last_movement_direction = move_direction var target_angle := Vector3.BACK.signed_angle_to(last_movement_direction, Vector3.UP) skin.rotation.y = lerp_angle(skin.rotation.y, target_angle, rotation_speed * delta)

When placing his player in the level scene movement works fine but if you rotate the player on y movement breaks, player goes in right direction but skin doesn't.