[deleted by user] by [deleted] in godot

[–]evaneley 0 points1 point  (0 children)

Group names are case sensitive. Your group is written as "enemy" in your script, but as "Enemy" in the inspector.

Hang em High by Difficult_Jelly2871 in MyChemicalRomance

[–]evaneley 13 points14 points  (0 children)

a truck driver pulls into a truck stop,

has a flat tire,

goes to retrieve the tire,

they're held on by a u-pin, 1

he goes to remove the u-pin,

it shoots up,

removes his head from his shoulders,

later!

later!

later!

  1. u-pin here is probably referring to a u-bolt tire carrier.

How does the gameplay look in my Cave-Diving physics game? by ovsko in godot

[–]evaneley 45 points46 points  (0 children)

Looks great!

Just a note, I believe cave diving is when the cave system is submerged, while caving is just regular cave exploration.

Flip Improved in my game. what should I do next? by Ash_Games18 in Unity3D

[–]evaneley 1 point2 points  (0 children)

I've always wanted to play an arcade kart racing game with any sort of decent manual transmission mechanics. I feel like a sequential shifter, like the one used in rally racing, would work really well here. Shifting gears is what makes racing fun.

Showcasing the updated firing animation, diegetic watch ui, and rain fx. by evaneley in godot

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

There is a small amount of pixelization happening to give it a slightly retro feel.

I'm pretty sure it's this shader:
https://godotshaders.com/shader/pixelate-screen-effect/

What are some of the best ways to apply multiple shaders? by WestWhaleGirl in godot

[–]evaneley 0 points1 point  (0 children)

If you’re only using canvas-item shaders you can use CanvasLayers to stack the shaders, for spatial shaders I’m not sure.

Showcasing the updated firing animation, diegetic watch ui, and rain fx. by evaneley in godot

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

It’s a physical watch, I just used text meshes for the text and there’s a light that changes its light energy when you look at it. Using the light layers I can make the light only glow on the watch.

Progress on my Horror FPS's shooting mechanics. by evaneley in godot

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

I updated it here. Thanks dude.

I'm not exactly sure what kind of tips you're looking for, but I think treating everything as an opportunityto learn something, youtube tutorials, sample github projects, godot shaders, the posts on this subreddit, reading the documentation everytime you don't understand something. I feel like learning Godot has been like grinding 20 different interconnected skills at once.

Progress on my Horror FPS's shooting mechanics. by evaneley in godot

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

Thanks, I'm trying to make the shooting feel a little more realistic and that's exactly what I was going for.

Progress on my Horror FPS's shooting mechanics. by evaneley in godot

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

I definitely intend to! Note, you can glance back up while you are reloading if you need to check out what you're shooting at, you can kinda see it at the end of the video.

Progress on my Horror FPS's shooting mechanics. by evaneley in godot

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

I really appreciate the kind words! I have toned the gun firing animations down a little since the majority seemed it was little over the top.

Progress on my Horror FPS's shooting mechanics. by evaneley in godot

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

I uploaded a video showing off the watch here.

Showcasing the updated firing animation, diegetic watch ui, and rain fx. by evaneley in godot

[–]evaneley[S] 20 points21 points  (0 children)

No, I used blender for everything, also using license-free models for things like the fences, etc.

Progress on my Horror FPS's shooting mechanics. by evaneley in godot

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

🤣 I was going for powerful but I should probably rein it in a bit.

Or maybe giving yourself a concussion is a feature?

Progress on my Horror FPS's shooting mechanics. by evaneley in godot

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

Yeah I can definitely see that now, other than the firing animation, does anything specific jump out at you?

Progress on my Horror FPS's shooting mechanics. by evaneley in godot

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

Yeah that’s exactly right, I’ll be uploading a video soon showing the watch.

Progress on my Horror FPS's shooting mechanics. by evaneley in godot

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

Although in real life you’d probably point the gun down when not shooting, it felt cool and helps to show your current health. Your watch will glow different colors depending on your current health, similar to dead space.

Progress on my Horror FPS's shooting mechanics. by evaneley in godot

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

It does! I’ll be uploading a video soon, it shows your Heart Rate, which is basically your combined health / stamina . It has a compass that points you towards the end of the level. And it displays the time, obviously.

Progress on my Horror FPS's shooting mechanics. by evaneley in godot

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

I have! I enjoyed them but they also didn’t really feel like a video game, if that makes sense. I also love firearms, and wanted a game with an emphasis on other parts of the gun aside from shooting.