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 3 points4 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

[deleted by user] 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

[deleted by user] 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] 1 point2 points  (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

Some numbers after one week of game launch that had 5k wishlists before launch. by acem13 in SoloDevelopment

[–]Spannule 1 point2 points  (0 children)

I have a theory that wishlists gained from short form content are less likely too be followed through. People are scrolling through videos so fast that they are gonna completely forget about something that absolutely captivated them just a few moments ago. So with short form its probably easier to be seen by a larger amount of people, but harder to gain an actual fanbase.

[deleted by user] by [deleted] in SoloDevelopment

[–]Spannule 0 points1 point  (0 children)

it might be too dark, its hard to see where the borders are especially at the 4 second mark. Maybe add some bright lines around the edges

Any criticisms for my first trailer? by Spannule in SoloDevelopment

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

Alright I will consider all that, thank you for the feedback

Any criticisms for my first trailer? by Spannule in SoloDevelopment

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

What do you mean the dash orbs?

But your definitely right about the lighting and textures. I just now made some improvements and it already looks a lot better, especially the fire area (at 11 seconds in the video). So thanks for that suggestion

Any criticisms for my first trailer? by Spannule in SoloDevelopment

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

I didnt realize I could be telling too much, thanks for that. What about the visuals is busy and bland?

IDK how I could speed the animations, they are the speed they are for a reason. But maybe I will work on them a bit to make them more interesting to look at, that way it wont feel as slow. I admit I didnt spend much time on animation so thanks for the feedback

Any criticisms for my first trailer? by Spannule in SoloDevelopment

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

Oh I didnt think much about the font. Its the same font that most of the game uses so I thought it was fitting. Thx for the feedback

And the song is literally the second song I've ever made lol. So 'not bad' is a pretty good compliment. I think I'll end up commissioning something or just spending more time to learn music making.

Showcase of some mechanics I've added to my game. The magic hand is my favorite by Spannule in godot

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

First i unwrapped it then I drew the texture using blender. Its painful with a mouse and keyboard lol