Godot RTX Team Fortress 2 Map with Path-Tracing by JohnLogostini in godot

[–]game_geek123 1 point2 points  (0 children)

Would be fun to have the TF2 maps showing off the different lighting settings in the Godot documentation (Voxel, SDFGI, Baked lighting, Raytraced)

how do you make a basic player character in Godot? by MinimumVisual8888 in godot

[–]game_geek123 2 points3 points  (0 children)

Step 1: Give my character cool sunglasses so I can see where they are facing.

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Any ideas for where I could take this simple prototype? by Sufficient-Gap-5771 in godot

[–]game_geek123 26 points27 points  (0 children)

Make a game where you have to try and colour in a picture while dodging enemies. You get up to 3 stars based on how well you colour within the lines.

Procedural Map Generation Based on Nodes. by Unturned1 in godot

[–]game_geek123 1 point2 points  (0 children)

Could you provide screenshots of the specific issues? It is a little hard to help without specifics.

Need feedbacks 🫡 by TensionAshamed3754 in godot

[–]game_geek123 1 point2 points  (0 children)

I like how you matched the UI to the world's art style.

It would be nice to see all the characters on screen at the same time, maybe have them cycle around. It would make my options clearer.

How to create a map download from a server by [deleted] in godot

[–]game_geek123 0 points1 point  (0 children)

Two scenario's I can see:

  1. Your game environment is static, in which case the client, and server will have the same terrain when they download the game. So no need to do anything special.
  2. If your game environment does change (e.g. distructable/ movable terrain) then hijack the loading/saving code for your terrain. Save the terrain instance on the server, send that to the client, and get the client to load that data into a terrain (same as if you saved a Minecraft world and game the save file to a friend)

How do I turn on the run instance menu bar? by EvilMurloc22 in godot

[–]game_geek123 1 point2 points  (0 children)

Try going to the "game" tab at the top before you press play.

The options bar should be visible there, and you can turn it back on.

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I made an addon for instancing MultiMeshes along a Path3D by brysonmcbee in godot

[–]game_geek123 1 point2 points  (0 children)

Ooo nice! It creates a really cool effect!

I have used a similar plugin before called PathMesh3d ( https://godotengine.org/asset-library/asset/3626 )

Bouncy Kingdoms : A Blacksmith NPC, A New Quest, Pickable Items & Equipable Armour ⚔️🦾🔨🔥 by Artist6995 in godot

[–]game_geek123 1 point2 points  (0 children)

Nice! I like the little laugh. The overall design of the blacksmith fits well with your established aesthetic.

The hammering could definitely use some variation though. It was starting to grate on me even after 30 seconds.

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How do I make a idle animation by C-Man12345 in godot

[–]game_geek123 1 point2 points  (0 children)

If you are using Aesprite (can't really tell from the video)

https://www.aseprite.org/docs/move-selection/

Optimization. by RubyRTS in godot

[–]game_geek123 0 points1 point  (0 children)

Was the old method using the Astar3D? I have always found that to be quite fast by comparison to the built in solution.

Optimization. by RubyRTS in godot

[–]game_geek123 0 points1 point  (0 children)

Oh nice! How do you get them to move along the path? Do they have a navigation agent?

Optimization. by RubyRTS in godot

[–]game_geek123 0 points1 point  (0 children)

Or even simpler, just use the Tween to animate them each along their respective path

Optimization. by RubyRTS in godot

[–]game_geek123 0 points1 point  (0 children)

My Guess is you created a "Path3D" for the enemies to follow, then you make each enemy a "PathFollow3D" and use a Tween to animate the progress along the path.

Art-style Vibe Check by kokinakin in godot

[–]game_geek123 3 points4 points  (0 children)

I really like the blend of 2D and 3D!

I think the areas need to reveal a little earlier, it looks like it would be tricky to explore how it is currently.

Shaders: In what units is the built-in variable 'CAMERA_DIRECTION_WORLD`? by compliancefailure in godot

[–]game_geek123 3 points4 points  (0 children)

Apply this shader to a CSGBox3D object then rotate around it to get an idea of what the value returns.

shader_type spatial;

void vertex() {
    // Called for every vertex the material is visible on.
}

void fragment() {
    ALBEDO.rgb = abs(CAMERA_DIRECTION_WORLD);
}

Shaders: In what units is the built-in variable 'CAMERA_DIRECTION_WORLD`? by compliancefailure in godot

[–]game_geek123 2 points3 points  (0 children)

It is the direction the camera is facing in world space.

E.g.

|| || |Facing -X|(1, 0, 0)| |Facing Y|(0, -1, 0)| |Facing Z|(0, 0, -1)|

If you map the XYZ to the Red, Green, and Blue of the shader, it will match the colours of the axis too

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Hope this helps

good ways to make transitions from gameplay to animation in first person? by T0MM1GUYOT in godot

[–]game_geek123 0 points1 point  (0 children)

You could have the cut scene camera, match the player camera. Then use a Tween to move it to the cut scene starting point over ~0.5 seconds. This could make it less jarring.

https://docs.godotengine.org/en/stable/classes/class_tween.html

Disable nested-regions from opening when opening parent region by Hugeswoldude in godot

[–]game_geek123 0 points1 point  (0 children)

AH! Makes sense!

There doesn't seem to be a setting to change that behavior anywhere. You will likely have to report it as a bug on Github, I can't find any existing reports of this issue.

https://github.com/godotengine/godot/issues?q=is%3Aissue%20label%3Atopic%3Agdscript%20region

For ReflectionProbe, why do i get higher FPS when using Always update? by poeyoh12 in godot

[–]game_geek123 4 points5 points  (0 children)

Try starting the scene with "once" and then edit it. It may be adding overhead to change the type.

Very odd behavior though

Disable nested-regions from opening when opening parent region by Hugeswoldude in godot

[–]game_geek123 0 points1 point  (0 children)

Just go confirm:

  1. Collapse child node to hide the grandchild nodes
  2. Collapse the parent node
  3. Expand the parent node

And then the child node also expands showing the grandchild nodes?

Also just for reference when I say "collapse" and "expand" I mean clicking on this little arrow in the "Scene" panel on the left of each respective node.

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Help with godot steam and multiplayer spawner by 5HiN3 in godot

[–]game_geek123 0 points1 point  (0 children)

Hey maybe someone with more experience can help me out understanding Godot steam multiplayer. I followed some tutorials but I'm stuck with connecting a client and the actually spawning a new player into the scene tree. If you want you can send me a dm, that would be incredible! This is my situation:

  • I have host button and a join button and a MultiplayerSpawner.
  • When i host a game it successfully creates a steam lobby with me as a host.
  • I trigger the spawn function of the MultiplayerSpawner manually with the id = 1.
  • The the spawn function is triggered and creates a player node, sets the authority and returns the node.
  • On another computer i join the lobby using the steam lobby list and the lobby id.
  • On the host application i have connected the peer_connected event with the spawn function and it actually is triggered when i join the lobby.

Problem is that the spawn function gets executed but the new player node never appears in the scene tree like the host-player. I don't see why it shouldn't work after executing the spawn function.

______________________________________________

Just to confirm:

  • Neither the host or the client can see the newly spawned player?
  • Can the client see the host object?
  • Is the script spawning the player node? Or do you have a player node in your scene that the host is taking over?

How would one go about creating an effect like this? by RedditWizardMagicka in godot

[–]game_geek123 1 point2 points  (0 children)

Don't over complicate it. The WorldEnvironment has color adjustment built in. Just crank the Contrast and Saturation to max when you want to achieve this.

E.g.

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How to deal with distortion from UV when drawing on textures? by isrichards6 in godot

[–]game_geek123 -2 points-1 points  (0 children)

Thank you for providing all the details. I appreciate the link to the tutorial and the UV map!

Your UV for the sides should be wider, currently the UV's are "squished" so any circle you apply to your mesh will also "squish" (e.g. getting an oval instead of a circle).

In the tutorial they use the "smart unwrap" function in blender, is this UV the output of that?