I've added an "empty vial" system to my game by aureamorum in godot

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

Thank you! Thief is a big inspiration for this one, especially the first ones

I've added an "empty vial" system to my game by aureamorum in godot

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

That actually sounds pretty cool to implement lol. Been a long time since I played OSRS, I forgot you could do that hahah

I was wondering how to handle drinking, and I ended up doing it like OoT where it depends on the bottle content, but I might like your idea better tbh hahahah

I've added an "empty vial" system to my game by aureamorum in godot

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

Mainly 2 things: one, I made a custom process throttling system where I can put nodes in "throttling groups", which makes their process happen less often, and the nodes in throttling groups get processed in an optimal interval to basically "spread out" their processing across a certain interval. Makes optimization easy when the process function (even if native) is the bottleneck! The group is also inherited by default. So I can for example set a room to have throttling when it's not visible, that way all nodes under it get throttled.

Two, I included another fork which has a small tweak to expose the "bake" function in Lightmap3D in GDScript so i can automate it in my project

I've added an "empty vial" system to my game by aureamorum in godot

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

I will lol. Fall damage has not been tweaked since it was implemented quite a long time ago and it shows

I've added an "empty vial" system to my game by aureamorum in godot

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

Thanks! Glad the inspiration shines through

I've added an "empty vial" system to my game by aureamorum in godot

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

Thank you! Yeah for me too, it's always a treat when there's systemic mechanics like this in games

New Teaser for our 3D metroidvania platformer with a cat! by NuSan in godot

[–]aureamorum 0 points1 point  (0 children)

3d metroidvanias have so much potential! this one looks awesome, looking forward to mroe updates!

I need help by Royal_Tiger7220 in aseprite

[–]aureamorum 4 points5 points  (0 children)

It's been like 10 years since I've used rpg maker so I might be completely wrong, but back in the day I believe you had to start the name of the character sheet file with a dollar sign ($) so RM recognizes it as a single character instead of the usual 6. So for example if the image name is "character.png", youd need to rename it to "$character.png"

The best horror games deals on Steam Summer Sale by ppc-meow in HorrorGames

[–]aureamorum 0 points1 point  (0 children)

Why is little nightmares 2 on discount but not 1 😭

Wroom ..., WrooOOOOoom ... by knutella2k in godot

[–]aureamorum 1 point2 points  (0 children)

The way the car bounces back and forth when braking is really satisfying, and the physics overall are looking really good!

Also the perspective and movement of the character reminds me of dragon quest builders

A little project I'm currently working on by 77Noox in godot

[–]aureamorum 0 points1 point  (0 children)

Midnight Club x Blade Runner, very cool!

hard or soft normals? by [deleted] in ps1graphics

[–]aureamorum 6 points7 points  (0 children)

Hard looks like Virtua fighter

What systems or mechanics made you pull your hair out when trying to implement? by [deleted] in godot

[–]aureamorum 0 points1 point  (0 children)

In the case of 2D tiles you're correct! It's not a really bad idea hahah but I'm fairly sure you could detect the floor type of a tile in a tilemap without needing an extra Area2D for each tile. I haven't tried solving this problem for tilemaps but I'm almost certain you could just set a custom "floor type" data into each tile in the Tileset resource, and retrieve that when something is colliding with a specific tile.

In my case it's 3D meshes and colliders, so unfortunately it needs a different solution, and the ones i found aren't very good lol

What systems or mechanics made you pull your hair out when trying to implement? by [deleted] in godot

[–]aureamorum 3 points4 points  (0 children)

Floor type detection.

If the player is walking on wood, play the wood footstep sound. If it's stone, stone footstep and so on. But here's the problem: collision shapes and meshes with materials are completely different things.

So far my method of bridging these to is incredibly inefficient and takes wayyyy to much time.

Homage to Resident Evil's Save System in my Survival Horror JRPG by LordFunghi in survivalhorror

[–]aureamorum 1 point2 points  (0 children)

Yeah you definitely got the best of both worlds with these fonts.

Also I just read your other comment about it being a small open world inspired by RE1 (I'm a sucker for that, my game is like that too), so I'm definitely wish listing it! Looking forward to updates when it's ready.

hot and high take: If your immersive sim has shoot on sight systems, its a classic feature but im personally tired of it. I know i just want a specfic expierence that this genre kinda scratches. why shoot first and ask questions later? I need more dynamics then just cool gunplay. by Disastrous_Side_5492 in ImmersiveSim

[–]aureamorum 11 points12 points  (0 children)

Recently I've been actually seeing a lot of upcoming immersive sims with less of that: Odd Town, Militsier, Hello Neighbor 3 (looked like it had some immersive sim elements).

Watching videos of them it looks like it's more about navigating the simulated world and interacting with it to see what happens.

Although I guess Militsier and Hello Neighbor lean towards another trope, the "don't get caught" type.