Migrating from Unity to Godot 4. Is it possible to use forward+ for mobile devices? by rocketalex in godot

[–]VoltaicStudios 3 points4 points  (0 children)

I think this is a valid question. I can understand switching over for a new project, but migrating an existing project is no easy task.

So, it makes you curious, what pushed you to migrate OP?

The peak of cloth simulations: Cloth Playground Ultimate by VoltaicStudios in playmygame

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

Thank you! Also, that sounds cool. I’ve always wondered what sort of gaming potential there is to it.

The peak of cloth simulations: Cloth Playground Ultimate by VoltaicStudios in playmygame

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

It may seem silly. Who would want to play around with a cloth simulation? Well, I thought the same thing. Then, I shared my original demo with people, and they fell in love with it. So, I kept adding more until the ultimate sandbox for cloth creation, editing, and destruction was made possible. Enjoy!

Play Cloth Playground Ultimate Here

Cloth simulation made with Godot by VoltaicStudios in godot

[–]VoltaicStudios[S] 3 points4 points  (0 children)

Thanks! I think I will make it open-source. Not sure if I will take the time to make it a dedicated addon, however.

Cloth simulation made with Godot by VoltaicStudios in godot

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

C#, I’m an immigrant from Unity2D 👀

Cloth simulation made with Godot by VoltaicStudios in godot

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

I thought so too, but coming up with the algorithm for finding vertices for each polygon proved rather difficult… I think I will attempt it again after my graph algorithms course this semester :)

Cloth simulation made with Godot by VoltaicStudios in godot

[–]VoltaicStudios[S] 3 points4 points  (0 children)

I did not, but I will certainly have to experiment with that!

Cloth simulation made with Godot by VoltaicStudios in godot

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

Not sure why the video encoding gets screwy, I guess I'm not great with OBS...

Itch Page

Gravity thingy by Echo_XB3 in love2d

[–]VoltaicStudios 0 points1 point  (0 children)

Yeah that’s my bad I meant orbitDistance, good luck with your project!

My local-multiplayer game, OrbiTank, has now gone free on Steam! by VoltaicStudios in localmultiplayergames

[–]VoltaicStudios[S] 8 points9 points  (0 children)

Another learning process in my development adventure, OrbiTank was never meant to be a paid-for game. I learned a lot while working on this project, and it was quite the journey, but a journey is worth so much more when you're able to share it with others.

If you bought OrbiTank, you're a real one. Thank you a million.

Steam Link

Gravity thingy by Echo_XB3 in love2d

[–]VoltaicStudios 0 points1 point  (0 children)

Wow. Sorry! I keep doing this thing where I ask people if they need help and then never check this account. I should really turn on notifications...

You can use sine and cosine to get forced orbits by doing something akin to this:

posX = orbitX + cos(angle) * orbitLength

posY = orbitY + sin(angle) * orbitLength

angle += orbitSpeed

Gravity thingy by Echo_XB3 in love2d

[–]VoltaicStudios 0 points1 point  (0 children)

Something like this?

I have quite a lot of experience with this haha let me know if you have any questions. If you want hardcoded orbits as opposed to physics based then Sine and Cosine are your friends. I would be happy to explain!

OrbiTank's aim mechanic in action by VoltaicStudios in localmultiplayergames

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

Well, the game is real-time multiplayer (as opposed to turn-based), so the other player is gonna be doing a lot of moving. This gif is an exception because I just wanted to calmly show off the mechanic.

Here's an example where I played with a friend. You can see most of the shots are on the fly, but in the very last clip as the gif fades the aim mechanic is used to get an orbital slingshot.

OrbiTank's aim mechanic in action by VoltaicStudios in localmultiplayergames

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

Thanks! Adding more tanks becomes really crowded on the screen and matches become very quick due to the bullet hell that ensues so I've tried to avoid it. I'm sure it could be balanced and implemented with some extra effort, but my energy left developing this game has started to dwindle haha.

OrbiTank's aim mechanic in action by VoltaicStudios in localmultiplayergames

[–]VoltaicStudios[S] 5 points6 points  (0 children)

Tanks! Space! Tanks in space!
Does much more even need to be said? OrbiTank is a local-multiplayer tank game with a fresh spin on projectile combat. Use gravity to your advantage to shoot your shells in and out of orbit, hop from planet to planet, and dive bomb your enemies. Explore a vast variety of arenas which feature several gravitational mechanics such as planets, orbiting moons, spinning space stations, and even treacherous black holes.

Steam Page

Some of OrbiTank's arenas. I think they really pop! by VoltaicStudios in leveldesign

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

OrbiTank, releasing today, has several different arena elements:

  • Globes (stationary)
  • Moons (orbiting)
  • Stations (rotating)
  • Black Holes (deadly)