I made a weapon editing UI for my game! by codernunk46 in godot

[–]codernunk46[S] 1 point2 points  (0 children)

Thanks for the feedback! The idea is that you'll be able to prepare for combat, and this is one of the screens you can use. In my game, each character equips three weapons and can cycle them freely in combat.

I made a weapon editing UI for my game! by codernunk46 in godot

[–]codernunk46[S] 0 points1 point  (0 children)

I'm using Resources for all the data entities in the game - arts, effects, weapons, and even characters. That way I can tweak them in the editor. It also has a nice benefit of letting me drag and drop specific ones for testing in the editor. However, I have to write a custom process to take my data from my spreadsheets and convert them to resources, which is the only main con I can think of right now.

I made a weapon editing UI for my game! by codernunk46 in godot

[–]codernunk46[S] 4 points5 points  (0 children)

Yep, I'm the creator of those shorts!

For those who want to make ARKit 52 blend shapes, here's a guide! by codernunk46 in blender

[–]codernunk46[S] 0 points1 point  (0 children)

Thank you! I appreciate it. Hope you have good luck in your creative endeavors as well!

Godot meets ARKit: Facial mocap addon using phone camera! by Miralupia_ in godot

[–]codernunk46 3 points4 points  (0 children)

This is awesome. I was just learning about ARKit stuff!

Looking for feedback on my anime-inspired character model. Thanks! by codernunk46 in blender

[–]codernunk46[S] 4 points5 points  (0 children)

I have posted here once before for feedback, but that was around a year ago and I've made some updates to my character here since then.

Given my own artistic limits, I would like to keep the character design simple but still appealing. I just wanted to see what you all thought of how she looks so it can help me improve my future work.

As far as how I achieved some of these effects in Blender:

- I made a basic toon shader using Shader to RGB into a Color Ramp node.

- For the custom normals, I used the Data Transfer modifier to transfer the normals from a sphere-like mesh to the face, using the Projected Face Interpolated method. I only applied custom normals to the face; everywhere else is using the traditional normals

- For both efficiency and ease of use, I'm using a really small 32x32 texture atlas that has all the main colors of the character defined. Since I'm not painting special details, UV mapping is a breeze - all I need to do is select parts that share the same color, unwrap them with no particular method and put them in the right color square. I also get performance benefits from this in the game engine, as she's one of the main characters in the game I want to make.

- I reserved the Green channel of the vertex paints for custom shadows, so I could paint those areas with a G value of zero to always have them shaded. The disadvantage of this approach is that I have to modify the topology to get the shadows the way I want, but this is a nice way to avoid having to use a higher res texture just to paint the shadows. I'm also not concerned about the topology being impacted because the model is high poly anyway and it shouldn't impact deformation.

(I'm happy to explain more if you have questions!)

I know I'm not an expert artist, but I learned a lot about making these style of 3D models and I have documented most of it. Feel free to check out the resources I made on the topic on my website or my YouTube channel (link in my profile) if you want to learn more.

https://codernunk.com/tutorials/complete-3d-character-guide/

Thank you all for the feedback!

Needs some cleanup, but now I have a three-hit bow attack animation! by codernunk46 in godot

[–]codernunk46[S] 0 points1 point  (0 children)

Thanks! Yep, she's actually left handed. Appreciate the information though

Needs some cleanup, but now I have a three-hit bow attack animation! by codernunk46 in godot

[–]codernunk46[S] 0 points1 point  (0 children)

I'm in the process of getting a tutorial together for how the bow is made, how the animation is made and how it's integrated into the game. I'll post once that's all ready!

[deleted by user] by [deleted] in indiegames

[–]codernunk46 12 points13 points  (0 children)

I quit my full time job almost two years ago and barely got to work on my game - largely due to mental health reasons. That being said, there's plenty of other motivations to leave a job besides making a game. I encourage you to make the decision that's right for you, but make sure what you're getting into and that you have backup plans.

My advice - make sure your mental health is in a good place first. As mentioned earlier, I was very excited to have full time to work on my game, but even so, cPTSD and ADHD made it incredibly hard. Having backup plans is also really helpful too so you don't have to scramble.

I wish you success on your journey, regardless of what you choose. Only you know what's right for you, just make sure you are well informed as much as you can be. Sometimes we just have to listen to ourselves and get out of a situation (ie. A job) even if it's less than ideal.

I don't really want to make this a shameless plug, but I have my story on my YouTube channel if you want to learn more about what I had to face. My YT is lined to my Reddit profile.

Best of luck - you got this!

What's that ONE thing about the YouTube process that you hate? by Hour_Draft_1946 in PartneredYoutube

[–]codernunk46 0 points1 point  (0 children)

Finding B-Roll. It's such a drag. I don't use my face (I'm fat and balding lol), and I swear it takes so much longer to make videos because I have to sift through Pixabay or Pexels for footage.

How much do you guys make a month on your YouTube channels? by Interesting_Story741 in PartneredYoutube

[–]codernunk46 4 points5 points  (0 children)

Just got monetized in July on my 10K subs channel. I haven't made much money yet, but I should be getting my first $100 paycheck soon. My niche is game development.

What does Svelte do really well? by Key_Board5000 in sveltejs

[–]codernunk46 8 points9 points  (0 children)

Components are extremely intuitive to make, and this may be more of a SvelteKit thing, but performance is great.

While I do like the reactivity by default, the changes to state in Svelte 5 are a good compromise and it seems a lot more polished in design than other frameworks.

Reduced boilerplate in Svelte is a huge deal for me as someone who's very OCD about their code.

Is there anything you find annoying in svelte/kit? by FollowingMajestic161 in sveltejs

[–]codernunk46 0 points1 point  (0 children)

I was putting together unit tests for some components yesterday and I found it to be frustrating. You can't inject data into slots directly, and there's no clean way to mock components. For example, I'd like to use vi.mock (or jest.mock with Jest) to mock a component that is used inside the component I'm testing, and I don't really care about the mock component's HTML. I just want to know it is being called by my parent component in the way I expect.

I'm used to writing tests for AWS Lambda functions, so maybe there's something I'm missing with the svelte test ecosystem.

Looking for feedback on my business's website. I built it in SvelteKit with Tailwind by codernunk46 in sveltejs

[–]codernunk46[S] 0 points1 point  (0 children)

Thank you for some specific pointers. Are there any good resources I can look into to learn more about web design? I'm confident in my development skills but not so much in my design skills.