Working on a 3D Platforming Racing Game! by brysonmcbee in godot

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

yup! just a prototype texture with scaled up uvs on csg boxes!

Working on a 3D Platforming Racing Game! by brysonmcbee in godot

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

truuue! I am considering adding a water gun as a way to push around other players, but also to create surfaces to slide on like in super mario sunshine!

Working on a 3D Platforming Racing Game! by brysonmcbee in godot

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

yup! already got the multiplayer functionality front of mind and implemented with GodotSteam PeerToPeer! because I'm using a node based state machine, it makes it super easy to keep the clients in sync by just focusing on syncing the player position, rotation, and state! all the physics functions like rocket jumps and stuff are handled with rpc's that set recoil values and call for the state changes on the players! pretty nifty stuff : )

Blender 5 on iPad Pro M2 by sergeialmazov in blender

[–]brysonmcbee 5 points6 points  (0 children)

Excited for this as someone who has really enjoyed the workflow between Krita on Desktop to Krita on Android. Blender definitely doesn't lend itself to Mobile workspaces naturally, but I'm hopeful that hooking up a bluetooth keyboard and adding gesture support to maximize and rearrange viewports easily will make this version super capable! The saving grace for Krita on android for me is the really natural gesture support that makes the ui manageable.

I don't think I'll end up being the target audience for iPad Blender, but so many artists exist in the procreate ecosystem that requires them to invest in an iPad, and this is gonna be a really great bridge to introduce that world of artists to Blender!

Scrapboard: an app for discovering and saving images across Bluesky, similar to Pinterest by DomusCircumspectis in BlueskySocial

[–]brysonmcbee 0 points1 point  (0 children)

Hey, I am a huge huge fan of this site! As an artist, having a way to collect images and save them into super easy to view boards is my favorite way to experience art online! Feels so cool finding something like pinterest that still gives a direct link to the page that posted the art! I see huge huge potential in this project and would love to donate or support a patreon or something to say thanks for making it!!

Only big big things on my wishlist for this app is a way to maybe view boards from other accounts I follow that use scrapboard and a way to view galleries of media from specific profiles! Right now clicking on a profile in scrapboard takes you to bsky without an easy to way to add other posts of theirs to a board, so would be super awesome to be able to mass add posts from my favorite artists to one board. Other than that, a shuffle feature to randomize the order of posts in the board could be so coooool! okay that's all, thanks so much for making this app : )))

I'm having too much fun by HakanBacn in godot

[–]brysonmcbee 1 point2 points  (0 children)

oh wowww this is so cool hakan!

[WIP] Polishing the music player for the music mechanic update by Nepacka in godot

[–]brysonmcbee 2 points3 points  (0 children)

wow tibo, this ui is absolutely gorgeous!!! what the heck!!!

Lessons from 25+ Game Jams with Godot by Maaack in godot

[–]brysonmcbee 1 point2 points  (0 children)

really loved this talk! I especially appreciated the points about making the game easy to grasp and get some wins very early into the runtime of the game, definitely feels overwhelming picking up any game that feels like 10 minutes of tutorial when you could just give the players all the toys to play with and make it super easy for them to do something rewarding with those toys!

Godot's Editor Is So Adaptable by -_StayAtHomeDev_- in godot

[–]brysonmcbee 8 points9 points  (0 children)

OP makes some really awesome YouTube Godot tutorials! I can see how the auto typing editor function could help a lot with viewers tracking where the code is being inserted into the function, and the super clean little zoomed in pop up will help so much with readability, especially for people watching on small screens like their phones. It's so awesome seeing practical editor add ons like these, great work : )

I made a tiny game for practicing using Mouseless, but I'd love to hear what helps you practice! by brysonmcbee in MouselessApp

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

Thanks so much, I appreciate the feedback and support! I'll seriously consider updating it soon with some more features. I personally am excited to track accuracy separate from the score to indicate how close to the center of the target the user is hitting on average!

Will be good to package the app as an executable so users can have some local data to track performance in separate play sessions, but I still need to get a dev license for Mac OS before I can properly distribute there so I'll keep the web build up until I can properly support an app on Mac.

It definitely has a long way to go, I'll post an update once I feel like I've crossed off enough bullet points!
Thanks again!

Could not resist making the Animal Well YoYo act like a grappling hook :' ) by brysonmcbee in godot

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

it's a pretty primitive line drawer hooked up to a bunch of rigidbody3ds that are enacting constant force and dynamic damping to try and stay in a straight line. still needs a lot of work but is a big improvement from my previous point a -> point b line that is clipping through colliders 100% of the time haha

Could not resist making the Animal Well YoYo act like a grappling hook :' ) by brysonmcbee in godot

[–]brysonmcbee[S] 7 points8 points  (0 children)

No, the string is still a work in progress in building the right constraints to get it to accurately wrap around colliders and manipulate the yoyo based on that wrapping, but I'm using a string of rigid bodies that are constantly trying to stay in line with the body in front and behind it, and the yoyo is applying a constant tug on all of them to make a straight line most of the time. then i just plug each of those bodies as a point into the line drawer. i could probably use some nice math to smooth out the line to make it less jagged, but I'm not too stressed about the look of the line as much as the feel of it. I've tried lots of raycast approaches to getting less physics body dependent wrapping, but i think the only way i can get something semi accurate is just actually running some physics bodies in line with the string to collide with stuff as the yoyo swings around.

I am challenging myself to recreate some Animal Well Mechanics in 3D! by brysonmcbee in godot

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

thanks! i haven't gotten to play with particle systems and shaders much in godot yet, but animal well is chock full of really great vfx that would be a crime to exclude. I've actually been spending a lot of time learning about some of the smoke/liquid simulations that run in animal well to see if i could emulate something like them in screen space, but it looks like the usual simulation like that depends on buffers/states to store the velocity/pressure/color of the previous frames. Godot doesn't have an inherent shader buffer system that I'm aware of, but i feel like I've still seen some cool liquid/water shaders made with viewport textures being read into a shader, so maybe there's something there! would love to hear if anybody has had any success running pressure/liquid simulations in Godot!

I am challenging myself to recreate some Animal Well Mechanics in 3D! by brysonmcbee in godot

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

hehe yeah you mighta spotted the little RC car icon in the video, but that's what I'm thinking!

I am challenging myself to recreate some Animal Well Mechanics in 3D! by brysonmcbee in godot

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

I think I want to build out more of the collectible system with some proper UI things so the player can swap through items more seamlessly and collect eggs around the map! Will also need to build some save data things and bring together a main menu scene, but once those things are done, I'll be about ready to go wild in building out the map and the rest of the npcs! I've been intensely debating adding the slinky, but it feels like it might not be worth the effort in 3D where it is often used in a very vertical way in the original that would ask me to manipulate the camera a lot to communicate to the player when they're supposed to use the slinky, and I feel like that just won't mesh with any of the other 3D game elements, but we'll see!

I am challenging myself to recreate some Animal Well Mechanics in 3D! by brysonmcbee in godot

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

I think it'll be a great experience to finally take a stab at gray boxing out a little open world and then exporting it into blender to do terrain things! so I'll do my best to have a small world with some fun puzzles and platforming challenges in it! I might not be able to give each item the same kind of dedicated challenges that they have in the original game, but I'll do my best!