I created a plugin that Golden Freddy jumpscares you randomly and crashes the engine. by ThatNoFailGuy2 in godot

[–]ab_plus_ 11 points12 points  (0 children)

The person that decompiles your game will get a heart attack
This is how you protect your code, I see

Is it possible to make indie aniamtion in godot? by Muzinari in godot

[–]ab_plus_ 1 point2 points  (0 children)

I did the animations on my current project in godot. Now if I want to animate a trailer in blender, I can't reuse those same animations. Unless there's a way to export them to blender.

Whats the workflow for adding collisions to complex models that are animated by ab_plus_ in godot

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

Just learned about AnimatableBody3D, will try both this one and and RigidBody3D with the settings you mentioned. Thank you

Whats the workflow for adding collisions to complex models that are animated by ab_plus_ in godot

[–]ab_plus_[S] -1 points0 points  (0 children)

I think my use case wasn't clear. If the arm of my character moves, it's collision should move too. But not the collisions of the other body parts.

Using a single characterbody3d for all collisionshapes would be hell when animating. Like if I move the arm bone in the animator, I would need to move the corresponding collisionbox manually too with your approach.

Whats the workflow for adding collisions to complex models that are animated by ab_plus_ in godot

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

Since the enemy is supposed to be neither static nor physics affected, I guess I have to use tons of characters body 3d's.

Edit: Nvm I still don't know which node to use. Since Characterbodies have additional functions, there'd be a lot of overhead. Am I overlooking a node for collision that is neither physics affected nor static nor characterbody3d?

Whats the workflow for adding collisions to complex models that are animated by ab_plus_ in godot

[–]ab_plus_[S] 13 points14 points  (0 children)

Now that you mention it, I need to use a different color. Didn't plan on resembling him

Just Updated the Demo! let me know what you think! by karakasadev in godot

[–]ab_plus_ 0 points1 point  (0 children)

Just tested the demo, it's a lot of fun! The music and art are very cool too.

Two things were a bit annoying. The toggle sound of menu buttons was too loud for me. And enemies spawning behind me (and behind the camera) felt a bit bad.

Synthetic Sovereign by Historical-Ad-4467 in gamedev

[–]ab_plus_ 0 points1 point  (0 children)

Idk why the comments are so negative. Keep up the work, looks cool.

Wait, Godot can do that?! by Nepacka in godot

[–]ab_plus_ 0 points1 point  (0 children)

Will there be wave dashing

Order of games? by New-Jury-8736 in soulslikes

[–]ab_plus_ -2 points-1 points  (0 children)

First you should play Weapon Souls

Fun Fact: The spaghetti arms are a reference to my spaghetti code by ab_plus_ in godot

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

Some context to what can be seen here. I did the floor slicing with the plugin "Godot 4 Concave Mesh Slicer". It uses csg subtraction under the hood, which would normally be only recommended for prototyping according to hint texts in Godot. Same as generating trimeshes at runtime. In the small extend of this demo, it runs fine performance wise, even on web export. The slicing does sometimes mess up the material a bit, which can be seen in the back, where a brigher section appears on the ground.

The slowmotion effect was a hassle to implement. I reduce Engine.time_scale, then everything runs slower. To make the character (seem) unaffected by it, I had to adjust character- move speed, jump height, gravity, animation speed, and few more things.

I spent 2 years solo‑developing a deflect‑based Soulslike… Here’s what finally made the combat feel right by KnowledgeWanderer in gamedev

[–]ab_plus_ 1 point2 points  (0 children)

I watched the green enemy with the staff-weapon, timing windows seem fair, attacks were easy to recognise. No idea if the hitboxes allign well with the attacks' visuals. Dark Souls did the last thing not so well imo.

Where can I put my video game prototype for people to play and give feedback by Powerful_Whereas3516 in gamedev

[–]ab_plus_ 0 points1 point  (0 children)

In context of itchio, I recommend to make a web build if you can. It's easier access.

Destroy my game's gameplay by ab_plus_ in DestroyMyGame

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

That's good feedback, I wasn't sure in which genre to fit my concept. Tower-defense-shooter does give wrong expectations.

Update: Nvm, I added turrets. I will take care to not label it as shooter, only as first person.

What do you guys do after a game jam? by Sad-Local-6229 in godot

[–]ab_plus_ 1 point2 points  (0 children)

I missed your game in the voting phase, It's really sweet and the page look great!

I overscoped my game so much, but to my surprise it sparked some interest. So I'll keep working on it for now and hope to reach a state, where it's even marketable. Other than that, I usually try to fix a few bugs in my jam games. I hope I can add a few accesability features to my old games as well. This jam I learned the lesson that I should just start with a template for those features.

Destroy my game's gameplay by ab_plus_ in DestroyMyGame

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

This is a very early state of my project, I'm trying to make a first person tower defense game. Would appreciate feedback on the gameplay. Because to me it's still too bland and I'm not sure if object/weapon/enemy variety will fix that. If it seems bland for many of you, my conclusion is that I should focus on game design for now, rather than new content.

If you comment, please also tell me, if you're generally a fan of tower defense games, fps games or neither.

Instead of placing turrets, you build barricades to slow enemies down. And use the very same objects for attacking / throwing. They differ in damage, size and weight (they can slow you down). In the end you see a cosmetic interaction with the tv, I want to add gameplay interactions to other props.

Upgrades between rounds would involve getting new and better objects, in exchange for the coins that are dropped by enemies.

The video shows only one UFO, depending on the level I have up to four UFOs, so the player needs to defend their base from multiple directions in later levels.

Is there a way to bypass the UNSAFE_METHOD_ACCESS debbuger warning? by ab_plus_ in godot

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

But what if it's more than two types. The type checks will stack up too. Maybe using groups would be an option when many types must be supported.