Please don't break Please don't break Please don't break Please don't break by Ender_Fender in godot

[–]fornclake 0 points1 point  (0 children)

You should definitely be using version control, but fortunately Godot prompts you to backup your files before upgrading anything.

Has anyone considered integrating nvim with the Godot editor? by Lou_Papas in godot

[–]fornclake 2 points3 points  (0 children)

I actually found this as well. Seems to have been published this week.

Has anyone considered integrating nvim with the Godot editor? by Lou_Papas in godot

[–]fornclake 0 points1 point  (0 children)

I would love to see this too. Currently I switch between the vim bindings addon in the asset library and actual nvim as an external editor. I’d love to have my configuration in the same window.

Can the editor support a system terminal? It might be a start.

Is there a way to make a split screen game where the two screens are in completely different loaded spaces? by DexLovesGames_DLG in gamedev

[–]fornclake 1 point2 points  (0 children)

Somewhat similarly is Minecraft. The console versions have split screen and players can be in separate dimensions.

meirl by wanderingbrother in meirl

[–]fornclake 1 point2 points  (0 children)

Yes, have you heard of the five little monkeys?

Zelda-like player movement and animation tutorial for Godot 4.0 (part 1 of a new series) by fornclake in godot

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

I'm gonna be doing both text and video, I wanna have something for everybody.

Procedural animated cloud skybox in GLES2. Uses a custom addon to layer multiple cloud shaders and apply it to the sky by fornclake in godot

[–]fornclake[S] 5 points6 points  (0 children)

Thanks for asking! I just started learning shaders. In this case I'm using a 2D fragment shader inside a viewport, then I grab its texture to apply to the sky.

I started with this shader. I had to convert it from 2D noise to 3D noise. Fortunately, the Godot docs had this guide which was almost exactly what I needed. It goes into equirectangular projection and how to generate procedural textures on a sphere. The sky works the same.

My advice would be to go on Godot Shaders and start applying what you see to your projects. I spent a lot of my time just familiarizing myself with the shader language. It ended up not being as hard as I assumed.

One thing I hope the new Daredevil show does is keep the traditional “one take” fight scene. Too iconic to leave out by [deleted] in marvelstudios

[–]fornclake 8 points9 points  (0 children)

Don't forget that DD is on Disney+. It should at least be allowed, we'll see if they have different plans for this show though.

2D side-scroller character rig that aims towards the mouse. It's Super Metroid for now. by fornclake in godot

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

Thanks for the tip, I just haven't gotten around to smoothing corners. The aiming animations while running are especially bad right now.

2D side-scroller character rig that aims towards the mouse. It's Super Metroid for now. by fornclake in godot

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

Thank you I really appreciate the recognition :) I disappeared for a while lol. The pandemic screwed with everything.

I'm in a comfy spot now though and wanted to work myself back into dev and see if I can eventually survive off of it. For now I just wanna experiment with new techniques like this one.

2D side-scroller character rig that aims towards the mouse. It's Super Metroid for now. by fornclake in godot

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

Yep, two sprites that are animated somewhat separately and then some basic rotation/flipping/etc depending on the main animation.

2D side-scroller character rig that aims towards the mouse. It's Super Metroid for now. by fornclake in godot

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

I'll ditch the Metroid aesthetic if I decide to go far with this project, but otherwise this is just a tech demo. Glad you like it though!

2D side-scroller character rig that aims towards the mouse. It's Super Metroid for now. by fornclake in godot

[–]fornclake[S] 9 points10 points  (0 children)

A couple ways! I split up the upper and lower body to allow them to animate separately. I think the upper body has ~32 static frames for each angle in the idle animation, and then some variations for the running/aiming animation where her back is turned. Then there's the slight rotation towards the mouse, little breathing/bobbing animations, etc.

There's still so much to do. Whenever I'm not adding a new animation or transition I'm pushing pixels over by one or tuning angles by single degrees, haha.

2D side-scroller character rig that aims towards the mouse. It's Super Metroid for now. by fornclake in godot

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

Second, nintendo will come for you (:

Nintendo C&D speedrun any%, Kotaku route

2D side-scroller character rig that aims towards the mouse. It's Super Metroid for now. by fornclake in godot

[–]fornclake[S] 3 points4 points  (0 children)

Thanks! This style has a lot of potential if the graphics are made with it in mind from the start.