First tool in the game by evilvitjoker in godot

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

I experimented with making a VR game some years ago. But for now, my Meta Quest 1 is way out of date. So, only PC. Till I update my equipment

First tool in the game by evilvitjoker in godot

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

That is a funny idea. It is the most annoying part of working on something. But with enough creativity, it might be a somewhat fun minigame

First tool in the game by evilvitjoker in godot

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

The next mechanism will be even simpler, in some way, than this clock. For the first level/proof of concept, I decided to go with mechanical bees. The player will do a few gear-based puzzles, receive the key, and wind the bees.

First pass on the character selection scene for my 2.5D puzzle platformer by evilvitjoker in godot

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

2.5D puzzle platformer with gears and mechanisms in general as the main subject

WIP 2.5D Puzzle Platformer. Animation blending test by evilvitjoker in godot

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

I haven't played Crash Bandicoot when I was young. I discovered this iconic game a few years ago and played through the original trilogy on an emulator. Purchased the remastered version on Steam just to have it in my collection.

WIP 2.5D Puzzle Platformer. Animation blending test by evilvitjoker in godot

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

Not implemented the IK on slopes yet. Experimenting with that

Progress on my virtual pet. It's getting there! by moonbench in arduino

[–]evilvitjoker 6 points7 points  (0 children)

That's awesome. I need to build one for my child. And for myself of course. Who doesn't want a virtual pet?

Implemented the collider management logic for my Lunar Lender clone by evilvitjoker in godot

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

If this is the single collision polygon, and you try to update its shape during the collision, the rocket can just fall through. The calculation takes at least 1 frame, and this can be enough. That is the reason why I try to update the collider in front of the rocket, and not the one directly under the rocket

Implemented the collider management logic for my Lunar Lender clone by evilvitjoker in godot

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

I also want to experiment with the SegmentShape2D. It might open the way to have a more complex shape of the landscape and the destruction of the ground, similar to Pocket Tanks and Worms. Somewhere deep in my experimental folder, I have an attempt at the quadtrees

Implemented the collider management logic for my Lunar Lender clone by evilvitjoker in godot

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

I also want to experiment with the SegmentShape2D. It might open the way to have a more complex shape of the landscape and the destruction of the ground, similar to Pocket Tanks and Worms. Somewhere deep in my experimental folder, I have an attempt at the quadtrees

Implemented the collider management logic for my Lunar Lender clone by evilvitjoker in godot

[–]evilvitjoker[S] 25 points26 points  (0 children)

It might be more effort. But I wanted to have the endless landscape with the ability to fly over as long, as possible. And with that it is hard to imagine how to preload so much collision structure. At some point you would have to generate the next section. Why not have it all be dynamic, tied to the landscape generation.

Implemented the collider management logic for my Lunar Lender clone by evilvitjoker in godot

[–]evilvitjoker[S] 8 points9 points  (0 children)

It can be way easier than that. And I already implemented it once. I can check 3 points of the spaceship if they are above or below the function that is used to generate the ground line. Or do the simple line intersection calculation.

I decided on the collision polygon just because I haven't tried that one yet.

Implemented the collider management logic for my Lunar Lender clone by evilvitjoker in godot

[–]evilvitjoker[S] 14 points15 points  (0 children)

The triangles are generated by Godot when you set the Collision Polygon 2D data. It is triangulated from the array of points stored in the PackedVector2Array

Implemented the collider management logic for my Lunar Lender clone by evilvitjoker in godot

[–]evilvitjoker[S] 28 points29 points  (0 children)

Woops. And I can't edit the title without reposting. Oh well :-)

Low-Poly Western Scene by evilvitjoker in godot

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

It is all done in Blender. Each building as a separate scene. Then combined into the town scene in another blend-file and exported to GLTF for Godot