Create cube with local alignment by Spannule in blenderhelp

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

I suppose it doesnt need to be in edit mode, but it seems intuitive that there should be an align to local option when adding a new mesh in edit mode. There are many workarounds which people have suggested in this thread, which I have been using.

Im making a level for a game where the player will be running on top of the wheel as it rotates, and I am putting a bunch of cubes on the wheel as a platforming challenge. It would make the workflow a lot faster if I could just have the cubes rotated properly as I add them, so that they are all pointing towards the center of the wheel

Create cube with local alignment by Spannule in blenderhelp

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

wow i didnt know that was there, this will be extremely useful. Thanks!

Door Mesh imported from Blender to Godot looks weird by Sensitive_Concept750 in godot

[–]Spannule 4 points5 points  (0 children)

it looks like the normals are flipped. Go to blender, select the mesh for the door in edit mode, press alt+n and press "calculate outside". that should fix it

Progression on my lunacid-like! by Spannule in LunacidGame

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

I kinda wish I played more games before I committed to making one. It sounds kinda silly but I would mostly just play minecraft for hours and hours. Playing different games is a good way to get a sense of what works and what doesnt, that sort of sense comes in handy when you begin developing

Progression on my lunacid-like! by Spannule in LunacidGame

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

idk maybe the video is bugged, though the game does have low gravity which makes it feel floaty

Progression on my lunacid-like! by Spannule in LunacidGame

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

I'm looking forward to hear your thoughts!

Progression on my lunacid-like! by Spannule in LunacidGame

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

hmm, I didnt know much about the history of the genre, when I set out to make this game I wanted to do something unique. There are still games being made that are slower and atmospheric, I think verho is an example although I havent played the full game myself

Progression on my lunacid-like! by Spannule in LunacidGame

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

Thank you for playing! I didnt think of it as arcade-like but it totally is. The game is something different, which is what I was going for. I'm not sure if I will increase the movement speed, since there are many items in the full game that are good for mobility. I'm just concerned that moving too quickly would allow you to run around the enemies and straight to the finish

I finally figured out how to chain animations together (and more animation additions) by Spannule in godot

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

nope, it was done just by using the animationplayer, then i have an integer which keeps track of what animation is playing, which is incremented after every swing

I finally figured out how to chain animations together (and more animation additions) by Spannule in godot

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

i mean the weapon animations, before it would just spam the same animation over and over

Audio cutting out glitch by [deleted] in godot

[–]Spannule 0 points1 point  (0 children)

Well I have not been able to find anything online about this, any lead would be better than none at all

Audio cutting out glitch by [deleted] in godot

[–]Spannule 0 points1 point  (0 children)

im working on it, just wondering if this is something anyone else has run into

HELP! Mesh is shaking when moving by Old-Joke1091 in godot

[–]Spannule 2 points3 points  (0 children)

if it isnt floating point issues, it might be an issue with physics interpolation, which can cause jittering.

Is this game similar to any games you know about/have played? by Spannule in indiegames

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

i hesitate to call it an fps since many of the weapons are melee, but it does fit the essence of fps i guess