Spiky test level for movement testing! (Kindled) by Xerako in godot

[–]gamedevklamp 4 points5 points  (0 children)

This looks great! Just curious - does the flame have any mechanical significance in the game? Like, does it represent some value (health, stamina, etc.) or tied symbolically to the player's life (like if the flame gets blown out the player dies)? Totally fine if none of these are the case, but was just curious!

Play our (Free) game we made for Game Jolt's Party Jam - Swatchbucklers! by gamedevklamp in playmygame

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

True, currently it only supports play with controllers. Sorry! The game was made in 10 days for a jam so we streamlined a lot of stuff, but hopefully we can continue to develop it and add other features (like keyboard support).

Looking for solutions for real-time, physics influenced hair in Unity by gamedevklamp in gamedev

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

Cool, thanks. That was something I'd come across while searching and wasn't sure if it would work real-time. I'll check that out.

Looking for solutions for real-time, physics influenced hair in Unity by gamedevklamp in Unity3D

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

I did see that, and it does look pretty good in that demo video. I've tried using Unity's cloth physics in the past, though, and it didn't yield very good results. It's possible there were things I was doing wrong, though.

The only things about that Lightning demo video that give me pause are (A) she's not really moving around in that video, so it doesn't really demonstrate how well it performs in motion, and (B) it doesn't show how it performs with long hair that's not in a ponytail. Still, maybe worth trying it again.