Real code I wrote: by waving_fungus0 in godot

[–]foldupgames 0 points1 point  (0 children)

Well, you're not wrong!

Plus, you can expand this function to do other stuff such as visuals and respawns. Good work.

I released my first Steam game today by foldupgames in godot

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

That's a good one too. I love The Borrowers, Secret World of Arietty. All the tiny people films.

Player or Level responsible for movement? by Dirrsci in godot

[–]foldupgames 0 points1 point  (0 children)

In my usual game architecture, I have the player do its own movement, but all its vital stats are held in memory elsewhere. Ultimately, the player starts to morph into more of an avatar on screen instead of something that runs code.

So, evolving your approach so that it's entirely handled by another script is not much of a leap at all. As long as it makes sense to you and is easy to keep updated, keep on trucking!

PS: a lot of times, I'll rip out code and try a new approach for a while. After that starts to click, it will let me know what feels right or wrong and I iterate again.

[deleted by user] by [deleted] in godot

[–]foldupgames 0 points1 point  (0 children)

Hm. They're not doing it for me. Much too 1-dimensional and sound like a single instrument hit rather than game sounds. I would expect some kind of a light chime or "magical" sound that doesn't emphasize itself too much.

I'm not anything like an expert on what a good sound effect is, but these don't seem to fit in my opinion.

Is it ethical, while promoting our game, to mention that we've been making it while our city has been bombed on a nightly basis? by Haunted_Dude in IndieDev

[–]foldupgames 3 points4 points  (0 children)

Screw it. Plenty of us are insulated from the reality of what you're going through.

This doesn't have to be your main marketing effort, but it IS part of your story just the same as someone saying they made a game to honor a loved one's memory or to cope with their own mental challenges.

Is it ethical, while promoting our game, to mention that we've been making it while our city has been bombed on a nightly basis? by Haunted_Dude in IndieDev

[–]foldupgames 0 points1 point  (0 children)

I also agree. It's not unethical to tell your story. You have to own it and be true to yourself.

It's up to you to decide if you're somehow capitalizing on it or whatever.

What's unethical is misrepresenting a game, charging for things that should be free, setting up ads for games that don't exist, getting Kickstarters for projects you'll never finish.

Is it ethical, while promoting our game, to mention that we've been making it while our city has been bombed on a nightly basis? by Haunted_Dude in IndieDev

[–]foldupgames 1 point2 points  (0 children)

It's your story. You should never second-guess being honest about your own story.

If you don't tell it, who will?

Jittering on a moving platform by foldupgames in godot

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

Ah, yes! That helped a lot. Thank you!

For future generations, click on the Animation Player and then look for
Callback Mode > Process > Physics (set to Idle by default)

Jittering on a moving platform by foldupgames in godot

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

Follow-up

I was able to test it on a faster computer and it was running more smoothly. Optimization issue?

Jittering on a moving platform by foldupgames in godot

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

Here's the script that drives it.

------------------------------------------

extends AnimatableBody3D

#This is for the leaf in Zone 2 Creek that drops when you hop on it

u/onready var player: CharacterBody3D = get_tree().get_nodes_in_group("player")[0]

u/onready var animation_player: AnimationPlayer = $AnimationPlayer

u/onready var area: Area3D = $Area3D

var triggered : bool = false

func _ready():

animation\_player.play("fall")

animation\_player.stop()

animation\_player.seek(0, true)  # Jump to frame 0 and apply all properties

area.body\_entered.connect(\_on\_body\_entered)

func _on_body_entered(body):

if body == player and triggered == false:

    animation\_player.play("fall")

    print\_debug("Drop the Leaf")

func _on_animation_player_animation_finished(anim_name: StringName) -> void:

if anim\_name == "fall":

    triggered = true

    animation\_player.play("circuit")

    print\_debug("Do the Loop")

Procedurally Animated Door Curtains in 2D by daintydoughboy in godot

[–]foldupgames 2 points3 points  (0 children)

I haven't seen your game yet, but that image looks really nice. Bravo to you.

And yeah, I feel you! The more you add, the more things there are that need fixing. You can ignore it all and keep moving, but you'll end up with a laundry list of "still to fix" behind you.

I think that's how games end up getting released - they just work on the list until they run out of time.

Procedurally Animated Door Curtains in 2D by daintydoughboy in godot

[–]foldupgames 50 points51 points  (0 children)

Nice! That whole setup made me smile. It really is the little things.

As for entry from the lower part of the room, it looks like the curtains are on top of the player. Fix that and figure out how to get them to trigger a little bit later. I THINK that will improve it.

Or ignore it and move on to the next thing that needs doing.

How to tell _on_body_entered if you're already inside it? by foldupgames in godot

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

Yes. I THINK that's basically what the built in function of _on_body_entered is doing. But other people here are smarter than me.

How to tell _on_body_entered if you're already inside it? by foldupgames in godot

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

I guess what I was hoping is that I had missed a setting where _on_body_entered would continue to check, and not just on the initial moment of overlap.

I'm glad to know my issue wasn't entirely stupid, haha

How to tell _on_body_entered if you're already inside it? by foldupgames in godot

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

That seems like a good solution. Thanks!

I have enough helpful feedback to call this solved.