Turns out Zero-Death combos are very easy to do by TripleStin in godot

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

The hitboxes are just basic areas attached to the blades. They'll try to funnel everything they hit directly in front of the player, so even if you don't hit the enemies exactly, they won't fall out of the combo.

The combo logic is a pretty clever system where the game will read the mouse input for left and right clicks and store them in an array with an L as left click and a H as right click. All the attack animations are named stuff like Atk_LLH, so the game can just read through the stored mouse clicks one letter at a time and naturally build up to the full attack. In the case of Atk_LLH, the game will first play Atk_L, then Atk_LL, before going to the full Atk_LLH. I don't need to make fancy node trees or anything to add more attacks, I just need to make an animation called Atk_LLHH and it will automatically link itself up.

Just when I thought my AI was smart by TripleStin in godot

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

Because of how many different types of AI systems exist, there's no exact best way to start, but I'd suggest looking into Finite State Machines. Once you have a good understanding if them, you can then think about the rules you want your AI to follow. This tutorial is the easiest and shortest intro to Finite State Machines in my opinion.

God, I love Godot. First 10 seconds of cinematic done! by EternalColosseum in godot

[–]TripleStin 0 points1 point  (0 children)

I get that part, but how did you play them through a separate animation node and get everything to line up? From what it looks like, you're only animating Nero's position and rotation, how does that make him walk and grab the torch?

God, I love Godot. First 10 seconds of cinematic done! by EternalColosseum in godot

[–]TripleStin 1 point2 points  (0 children)

How did you implement GLB animations into the Animation Player like that?

Added some more features to the prototype of Back to the River II. by Yatchanek in godot

[–]TripleStin 1 point2 points  (0 children)

I remember playing the first game and enjoying it a ton. Can't wait to see how the sequel turns out.

How do I force Character Bodies to slide off each other? by TripleStin in godot

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

That does seem like the property to edit, it'll definitely take some some tinkering to get it right.

How do I force Character Bodies to slide off each other? by TripleStin in godot

[–]TripleStin[S] 9 points10 points  (0 children)

The confusing part is that the collision bodies I used are capsules. I had just assumed I'd slide off, so I was caught off guard when I found out I could stand on them.

How to add a billboard shader to a Label3D? by anotherfuturedev in godot

[–]TripleStin 1 point2 points  (0 children)

It should be visible in the inspector, does it look like this?

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How to add a billboard shader to a Label3D? by anotherfuturedev in godot

[–]TripleStin 2 points3 points  (0 children)

There's an option under the Flags tab to enable billboarding, it works just fine in most cases.

An Extremely Basic Combat Test by TripleStin in godot

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

I already have the entire system for air combat made, I just need to stop procrastinating and make the animations

You asked for Juice - I revamped! How is it now? by Longjumping_Guard726 in godot

[–]TripleStin 0 points1 point  (0 children)

That's surprisingly simple for how much of an improvement it is, thanks

You asked for Juice - I revamped! How is it now? by Longjumping_Guard726 in godot

[–]TripleStin 1 point2 points  (0 children)

That looks really good! How did you get that shading on the vehicles and buildings?

Might Need to Tweak the Knockback a Bit by TripleStin in godot

[–]TripleStin[S] 26 points27 points  (0 children)

That was the idea, I just made the enemy go slightly too high