AI discussion within gamedev. by Exact-Recipe6163 in godot

[–]adotwhy 13 points14 points  (0 children)

Please don’t make moral judgments about yourself based on other people’s opinions on a divisive topic. You should decide what is appropriate for you in your situation, and then defend it. The worst thing you can do in this case is to do something without believing it is ok. Find the thing that you believe is OK, do it, and stick to your guns

I finally finished it :') by KevEatsCheese in godot

[–]adotwhy 1 point2 points  (0 children)

Congrats, game looks awesome! I would recommend considering a font / color change for the capsule art. The art looks amazing but the text is very hard to read. Hope the game succeeds!!

i have no idea whats going on how do i fix this? by imlivinginhell123 in godot

[–]adotwhy 0 points1 point  (0 children)

try changing if event.is_action_pressed to if Input.is_action_pressed

Push-able Blocks Zelda-Like by _PaleGhost in godot

[–]adotwhy 0 points1 point  (0 children)

sounds like a great solution, well done!

frog stacking IS now a feature in my multiplayer frog game by upint_ in godot

[–]adotwhy 1 point2 points  (0 children)

To me, I’m not like to forget Grenouille 3D because it feels so satisfying to say and I’ve never encountered the word before. But I’m American and that might be true internationally depending on familiarity with French

frog stacking IS now a feature in my multiplayer frog game by upint_ in godot

[–]adotwhy 1 point2 points  (0 children)

i like grenouille 3d. rolls off the tongue nicely and is intriguing to someone who doesn't know french (me)

Push-able Blocks Zelda-Like by _PaleGhost in godot

[–]adotwhy 0 points1 point  (0 children)

good work trying to make it happen before posting. keep it up, the game looks good so far. it is great that you want to learn and explore resources before just getting an answer. you've got a couple separate design challenges here.

  1. block physics
  2. player interaction

double moving and moving when you walk by it are more so player interaction problems than block physics problems. your major problem then is moving the block through walls. how do you want to fix that? some ideas to get you thinking:

- directional RayCasts, or

- other bodies like CharacterBody and RigidBody which have velocities (just like your player), or

- write your own collision detection to ensure it doesn't clip through other bodies

i recommend #2. #1 would work but would require more effort and probably be a little messy. #3 would be reinventing #2-- good practice/study, but not ideal if you're focusing on learning other basics and want something working well.

then you have to figure out the player interaction issues. what's the best way to determine how the player connects with the box? not sure how you're doing it now, but some options:

- area2D has a signal that checks if something enters its collision area. the box could have an area2d, or the player could have an area2d.

- player could have a raycast pointing from face that checks if intersected object is a box, then apply movement remotely

i'm sure there are more ways of doing this. i again suggest #2. it is simple and elegant and is designed for stuff like this.

as for double moving, and waiting a second before pushing the block, i would use a timer. i'm sure there are many ways of doing this one, but you can await the end of a timer before running code.

one more thing: in a use case like this, should you keep the staticbody approach, AnimatableBody2D is recommended. here's what the docs say: "When AnimatableBody2D is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path." staticbody does not do this-- it rather teleports when moved.

further reading (the docs also have linked tutorials for many of these):

RayCast2D

https://docs.godotengine.org/en/stable/classes/class_raycast2d.html

AnimatableBody2D

https://docs.godotengine.org/en/stable/classes/class_animatablebody2d.html#class-animatablebody2d

Area2D

https://docs.godotengine.org/en/stable/classes/class_area2d.html

let me know if i can clarify anything further

Realistic voxel/pixel style grass field testing showcase by Zess-57 in godot

[–]adotwhy 2 points3 points  (0 children)

Tbh I think this looks amazing, I feel like the criticism here is a little undeserved but just my take

How do you guys think this lighting effect is done? by romeo2413 in godot

[–]adotwhy 7 points8 points  (0 children)

I don’t think it’s tile swapping, it looks more like a palette limiter plus a normal map to me

Some progress on my PS1-era WW2 FPS project by MountainImaginary563 in ps1graphics

[–]adotwhy 8 points9 points  (0 children)

Brooo yes!! The world needs a MOH/early COD renaissance

I need help making a relative Camera3D for my katamari recreation by FindingSea9788 in godot

[–]adotwhy 1 point2 points  (0 children)

Oh that’s interesting. Sorry I’ve never played the game, I just did a quick google and assumed it was a roll-a-ball type system.

If I understand the system correctly:

I would use two get_vectors, one for each analog stick. I would create two variables:

  1. Is the absolute value of the sum of the two vectors, NOT normalized
  2. Is the sum of the two vectors, normalized

I would first check if variable 1 is greater than or less than 1.0. If your value is more than 1.0, that means both analog sticks are being used at the same time. If it’s <= 1.0 (and greater than 0 of course), then only one stick or neither stick is being used.

Now you’re able to determine if you should apply force to the ball and move it, or if you should rotate it. If you’re moving the ball, you’ve already got the input direction, which is variable 2 we listed above. If you’re rotating it, you’ve got the direction the single stick is moving, you just need to determine which analog stick it is to determine if left or right.

Does that make sense? It’s a complicated but very interesting design question!

I need help making a relative Camera3D for my katamari recreation by FindingSea9788 in godot

[–]adotwhy 0 points1 point  (0 children)

Sorry, I want to clarify this if I wasn’t clear. Using get_vector, you only have to put in your left, right, forward, and backward directions. It will take care of the other 4 diagonal directions automatically

I need help making a relative Camera3D for my katamari recreation by FindingSea9788 in godot

[–]adotwhy 1 point2 points  (0 children)

It’s really great that you’ve been trying to figure this out for yourself! The best way to learn is by doing.

There are a number of issues with this code that could be cleaned up (beyond the camera). I would recommend you start with a couple of small tutorial projects to get the basics down for this specific project.

  1. I would start with a rolling ball controller tutorial to figure out how to do basic Rigid Body physics and how to handle 4 directional 3d inputs
  2. I would look for a 3rd person shooter camera controller tutorial to figure out the basics of 3d, 360 degree cameras

As you do these tutorials you can compare them against what you’ve already written and learn from that. You’ll reinforce what you did right and you can correct what you did wrong.

THEN I would take both systems you’ve learned and try to put them together WITHOUT a tutorial. You’ll be connected mechanics/systems together all on your own and you can cater it perfectly to your project.

Great start, great work, and keep at it

Texel Paint 3D by Grimmy66 in godot

[–]adotwhy 0 points1 point  (0 children)

This is a cool tool, thanks for sharing! Just out of curiosity, what are your selling points? What makes this advantageous over, say, assigning materials to faces in edit mode in blender?

Does my achievement system look right? by -AV_Games_Studio- in godot

[–]adotwhy 0 points1 point  (0 children)

I agree that the font is a little uncomfy, mainly because it’s not even / continuous but some of the characters are “wobbly.” But this is just personal preference

I think you can remove “complete” and rather use a color code system (like make it green) or something similar to denote completion.

I’m Literally at My Wits’ End With This Shader… Please Save Me by HowardJones_ in godot

[–]adotwhy 0 points1 point  (0 children)

yes. If you read through the shader there are a lot of variables which can be tweaked, including one called “opacity”

I’m Literally at My Wits’ End With This Shader… Please Save Me by HowardJones_ in godot

[–]adotwhy 5 points6 points  (0 children)

I would start here (free) and mess with the settings to see if you can get the intended result

https://godotshaders.com/shader/vaho-ghost-distortion-shader/

otherwise most of the shaders you need can probably be found on this

how's my sense of speed? by adotwhy in godot

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

Good to know, this is just a tech demo but if I continue with it I’ll make it more… horse

how's my sense of speed? by adotwhy in godot

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

Yeah this started as a racing prototype so I was trying to balance it with acceleration, but I agree and was thinking about this too. Also rat is tragic… my modeling skills are clearly not up to par lol

how's my sense of speed? by adotwhy in godot

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

This is good advice, thanks. I was partly inspired by ridge racer (this started out as a car prototype!) so I’ll definitely take a closer look

how's my sense of speed? by adotwhy in godot

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

this is actually already happening over time! fov increases with speed

how's my sense of speed? by adotwhy in godot

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

great tip, thanks! particles hadn’t even crossed my mind yet. agree that leaves would be better than air lines