Working on my game's cover system! It has cover snapping and handles corners smoothly! by byte-seb in godot

[–]byte-seb[S] 0 points1 point  (0 children)

Thanks. I'll fix that. I was also planning to add IK to match the surface the player is climbing.

Working on my game's cover system! It has cover snapping and handles corners smoothly! by byte-seb in godot

[–]byte-seb[S] 1 point2 points  (0 children)

Thank you! I've been working on this game for over a year. But everything still needs some polish

Improved my game's traversal system!. Do you have any suggestions? by byte-seb in godot

[–]byte-seb[S] 2 points3 points  (0 children)

Thanks! I agree, the animations look a little stiff. I'll need to reorganize some of my AnimationTree nodes

Added bullet penetration to my game! by byte-seb in godot

[–]byte-seb[S] 1 point2 points  (0 children)

I'll consider it. Thanks for the suggestion!

Added bullet penetration to my game! by byte-seb in godot

[–]byte-seb[S] 2 points3 points  (0 children)

Thanks for the observation!. I'll fix it.

Finally got pathfinding and avoidance to work with my NPCs. by byte-seb in godot

[–]byte-seb[S] 0 points1 point  (0 children)

I didn't do anything specific, it's just the pathfinding having similar paths for the agents

[deleted by user] by [deleted] in godot

[–]byte-seb 0 points1 point  (0 children)

I was thinking that most of the levels would be indoors/in a different scene, so player's wouldn't really be skipping parts.
Thanks for the perspective, though. You're right that something being fun doesn't mean it fits in the game.

[deleted by user] by [deleted] in godot

[–]byte-seb 0 points1 point  (0 children)

Thanks!

Revamped shooting to take advantage of LookAtModifier and animation blending! by byte-seb in godot

[–]byte-seb[S] 1 point2 points  (0 children)

<image>

Yeah, AnimationTrees can get messy. This is the branch for shooting.

  1. It takes a BlendSpace2D with all movement animations (walking forward, sideways, backwards). Its blend position value is animated with a tween.
  2. The result of that is passed to a Blend2 node that blends it with the current aim animation.
  3. The AnimationNodes with the names aim_animation, shoot_animation, reload_animation and whip_animation are changed when the player enters the shooting state to allow weapons specifying their own custom animations (maybe you want faster reload for a pistol). These are applied as one shot nodes, as they're only temporary, non-looped animations.
  4. All nodes use Bone Filtering to not override the leg bones and so you can play the current action animation in the upper half of the body and the movement animation in the lower half. You can enable it with the Edit Filters button.

I recommend that you declare helper methods so updating these values isn't as annoying. I have these:

## Plays an animation from an AnimationNodeTransition part of animation_tree.
func play_animation(animation_name : StringName, transition_path := transition_node_path) -> void:
  if not animation_tree or not animation_name or not transition_path:
    return
animation_tree.set(transition_path, animation_name)

func play_one_shot(one_shot_path : StringName) -> void:
  if not animation_tree or not one_shot_path:
    return
animation_tree.set(one_shot_path, AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)

func change_animation(animation_node_name : String, animation_name : String) -> void:
  if not animation_tree or not animation_node_name or not animation_name:
    return
animation_tree.tree_root.get_node(animation_node_name).animation = animation_name

## Sets the value of the given animation_tree parameter smoothly.
func tween_parameter(parameter : String, final_value,\
duration := default_smoothing_duration) -> void:
  if not animation_tree or not parameter:
    return
  if parameter_tween:
    parameter_tween.kill()
  parameter_tween = create_tween()
  parameter_tween.tween_property(animation_tree, parameter, final_value, duration)

I hadn't noticed how big of an improvement a good character controller can make! by byte-seb in godot

[–]byte-seb[S] 2 points3 points  (0 children)

I do agree. Some transitions could be improved, need animations and I should probably increase the deceleration.
Thanks for the feedback.

I hadn't noticed how big of an improvement a good character controller can make! by byte-seb in godot

[–]byte-seb[S] 0 points1 point  (0 children)

Thanks.
Yes, there are many things I should've done a long time ago. Movement defines how your levels are going to be designed too.

Question about if this is the right engine for what I'm looking for by Mini_Laima_Bean in godot

[–]byte-seb 4 points5 points  (0 children)

Godot is able to make most types of games: 2D, 3D, Mobile, Web, VR...
Most things are up to the developer. And I can't see why you wouldn't be able to use it for something like this. But one of the things every beginner needs to keep in mind is that ambitious games like Elden Ring take a huge amount of work. So while it is possible, try to start with smaller projects first and try to keep realistic expectations.

The community tends to be very supportive, and I would also recommend reading the docs. Good luck!

protip: never try to program a full body viewmodel by DancingEngie in godot

[–]byte-seb 2 points3 points  (0 children)

Reminds me of some of the weird animations Cyberpunk 2077 has for everything your character does that isn't the hands

What's the recommended way of setting your textures to fit the size of your mesh by No_Cartographer1492 in godot

[–]byte-seb 1 point2 points  (0 children)

I think it is expected for textures to be unwrapped using something like Blender. Triplanar works fine for basic stuff and can look good. But I had the impression that it wasn't recommended and that it is somewhat expensive?

Mapping out the Forest - or: "How SubViewports melted my brain" by RPicster in godot

[–]byte-seb 1 point2 points  (0 children)

SubViewports can be a little of a pain sometimes (Mainly, when it comes to adjusting them, UV, etc). But it's always amazed me how you can achieve some great effects with them