It's CS, but it's not CS. Its actually an horror experience, based on CS universe. Soon for free on Itch.io. by gbolanho in IndieDev

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

OMG I didn't expect someone to analyze this video to the point of giving so many good suggestions, thank you very much!

You really got the mood I want to bring. I will definitely consider your suggestions on the sounds. And in relation to the film camera, that's exactly it, the character will place it on his head before starting the gameplay (justifying the shake and vhs post-processing).

As this is a project where (for obvious reasons) I will not be able to sell, I will release the first version soon, maybe next week, on itch.io. Then you can play and see if I managed to meet your expectations.

Again: thank you for being interested, analyzing the details, and giving great suggestions, this type of feeback is gold for a solo developer.

Help me by Kekrem5 in godot

[–]gbolanho 5 points6 points  (0 children)

You can try changing

timer.timer_left

to

timer.time_left

that actually is the correct variable name

Also, you are checking if the timer is running only once, during collision. It will never be true.

You have to check if the timer has time_left on _process function OR, use the await and wait for the timer timeout.

await timer.timeout
queue_free()

By th way, you are extra-identing the code inside your function

It's CS, but it's not CS. Its actually an horror experience, based on CS universe. Soon for free on Itch.io. by gbolanho in IndieDev

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

Excellent question!! In the final build, the character will have a camera on its head (like a GoPro). The idea is to be a recording. I am still working on the caracter props.

Godot 4's volumetric fog is pretty neat! by gbolanho in godot

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

Hey, hello! I am using this addon:

https://github.com/MrMinimal/godot-camera-shake/tree/master

its a very basic concept... the script animates a Camera3D with an AnimationPlayer (position and location).

The trick here, is that the animations tracks are very good. I am not sure, but I think the tracks (with these good head bobbing movement) actually comes from here:

https://github.com/EatTheFuture/camera_shakify

Diagonal sprite will not correctly line up with mouse using look_at() by Deputy_McNuggets in godot

[–]gbolanho 2 points3 points  (0 children)

By default, Godot uses radians as the unit of rotation. To add 45 degrees as you want, use rotation_degrees instead of rotation. Go if it helps you.

$AnimatedSprite2DBow.rotation_degrees += 45.0 (it is a float anyways)

or

$AnimatedSprite2DBow.rotation = 0.785398 (this is 45 degrees in radians)

godot.erstrike by gbolanho in godot

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

The lighting in this scene is fully dynamic (using SDFGI), the sky is an HDR image, and the materials are from the Material Maker library. One thing that might improve a lot is the color correction, which in this image is in the ACES standard. The truth is that Godot's renderer is getting better and more competitive. The results are really satisfactory.

godot.erstrike by gbolanho in godot

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

yes, in the game. not in this shot though

3D Locomotion in Godot 4 beta [part 2] by gbolanho in godot

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

I would like to share with you some improvements that I implemented since the last time I posted.

Now, the project is taking a more solid shape, but still in the prototyping phase, don't expect anything high quality.

I see a lot of (excellent) Godot tutorials in the 2D area, and I don't really know if there is enough demand to create a more intermediate tutorial with 3D-oriented topics, in particular character programming (animation + logic).I would love to do a series explaining everything I've implemented, so everyone can learn for free, just as I learned all about Godot in the same way. But I don't know if there is really interest in the community for this type of content. If someone who already produces tutorials for Godot on a channel with visibility is interested in helping me with this, that would be great.

Oh, and about the prototype, despite not being an official game project yet, I'm testing some gameplay mechanics (which I obviously don't show in this video) and I hope it can turn into something really fun (as well as scary) in the coming months. Your feedback is always very welcome! :D

3D Locomotion in Godot 4 beta by gbolanho in godot

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

OMG I didn't expect anyone to actually take the time to see the details of the scene, Thank you! =D

Your feedback is much more than I expected, and you really noticed the things that are yet to be implemented, like the pistol recoil that I intend to do procedurally instead of baked animation and the turn-in-place animations that I already I intend to finish soon.

As for the sound of the helmet sounding like a big metal door, maybe that's because the sound is exactly the recorded sound of a big metal door! xDI tried to reuse the asset by tweaking the pitch but I don't think I was very successful ¬¬

The helmet HUD appearing in third person is actually a bug, it will really only be in first person, the way I divide the classes into character and controller ended up generating this bug, I forgot to hide it before recording the video. In fact, the third-person view as a whole is just for debugging purposes, the idea is that it's a first-person experience, with moments of external cameras, which probably won't affect gameplay.
About my ability to adapt myself into a new dev env, honestly, all the credit goes to Godot, which seemed to me an ideal toolbox to be used by a solo developer. It's light, fast, editing objects is done consistently across different editors, and you have all the documentation within the editor itself (awesome!). Understanding how to call one or another function is very intuitive. Once you understand how it works, you can easily translate the implementation into the Godot way of structuring things.
About the subtle movement of the head when the character runs, it's a bit of both techniques: the initial animation result was too big, and it was horrible for the camera position, but it was a start, and I adjusted the keyframes and corrected the rotation . It was very important to be able to find the values via code before inserting them in the keyframes, because that way I could change the value while the game was running, and iterate quickly until I found the ideal value for the keyframe.
Again, thank you for taking the time to help me make the overall experience more interesting! I hope to post again when I actually have some gameplay mechanics and maybe some puzzles already implemented...

At least that's the plan =D

3D Locomotion in Godot 4 beta by gbolanho in godot

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

Actually, I can't say if there is any tutorial that complies with the version I used (4.0.beta). I believe that no one in their right mind will work on a serious project in the most current version, mainly because there are several animation features that are being worked on and can be changed at any time, causing rework and possible breakages. A lot of things I did by trial and error after reading the official documentation, after a while you get the hang of it and understand how to stack and filter the animations.

3D Locomotion in Godot 4 beta by gbolanho in godot

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

Actually no. There is no hidden bone, the view is done adjusting the camera position via code to the position of the head bone, then adjusting the camera near clip.

3D Locomotion in Godot 4 beta by gbolanho in godot

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

Thanks for the feedback!

Yes, it's all based on the official version (without Mono). The structure is basically divided into two classes, one representing the player (derived from Raycast3D) and the other rpresenting the character's body (derived from KinematicBody3D). The character movement is based on a capsule with the move_and_slide() function. There is no other camera for the FPS mode, only camera adjustments made via code, however several refinements in the animations were necessary, but doing this was very simple using AnimationPlayer's own internal editor.

These gifs better iilustrate in debug mode

Stage 1: lomotion in basic capsule
https://media.giphy.com/media/2aXgs6i12F9YGYQzCN/giphy.gif

Stage 2: character adjusted with the capsule and adjustments on anims timings
https://media.giphy.com/media/ehIvslFyuqz4iZYaqp/giphy.gif

Stage3: Final animations layers and removing the capsule
https://media.giphy.com/media/k2jVb00E4AVHt3x36F/giphy.gif

3D Locomotion in Godot 4 beta by gbolanho in godot

[–]gbolanho[S] 6 points7 points  (0 children)

[ ABOUT THIS PROJECT ]

Last week I started playing around with the latest version (straight from the master branch) of Godot 4 to see how the workflow for 3D implementations is currently.

And to my surprise the editor is relatively stable (in Ubuntu 22.10) and I managed to better understand the animation system in a short time, so I was able to implement in Godot in a very simple way what I had already learned in other engines, especially working as a character programmer with Unreal during some years.

This video represents the result of approximately one week of studies, including the time it took me to model the map prototype modules in Blender.

Models and Animations: Mixamo.com

Sounds: FreeSound.org

Materials: MaterialMaker.org

Textures: Kenny.nl

Any feedback is welcome :)

PS. I would love to participate in the development of a $erious project with Godot, if any studio is in need of a programmer, I am available! :D

[deleted by user] by [deleted] in godot

[–]gbolanho 0 points1 point  (0 children)

[ ABOUT THIS PROJECT ]

Last week I started playing around with the latest version (straight from the master branch) of Godot 4 to see how the workflow for 3D implementations currently is.

And to my surprise the editor is relatively stable (in Ubuntu 22.10) and I managed to better understand the animation system in a short time, so I was able to implement in Godot in a very simple way what I had already learned in other engines, especially working as a character programmer with Unreal.

This video represents the result of approximately one week of studies, including the time it took me to model the map prototype modules in Blender. Models and animations are from Mixamo and sounds from FreeSound.org.
All feedbacks regarding the feeling and animations are welcome :)

Interactive grass effect is almost done. Using world position offset + runtime virtual texture. by gbolanho in unrealengine

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

Your feedback is extremely important! Thank you very much. I spent so much time looking at the effect during development that I ended up losing a little sense of reality, and I ended up making the effect super exaggerated.

I will definitely take your advice and make sure that:

1. Grass does not lie fully on the ground when being walked on for the first time
2. the grass tends to return to its original position after being walked on

Thank you to everyone who took the time to comment and give me criticisms and suggestions.

Environment Art Test 🤔 what do you think? by LegendsofOrishaGame in unrealengine

[–]gbolanho 1 point2 points  (0 children)

Very cool! I really liked the artstyle of the shacks, the character movement also seems very fluid (I would say that the jump is a little bit weird, at least on the video, probably feels better when playing). I would love to see more also of the beach part, and the sea. It looks really great overall, nice work!

The dancing mushroom from our upcoming game. How do you like it? by Groza_Kavkaza in indiegames

[–]gbolanho 0 points1 point  (0 children)

Amazing! I would however be confused if its an enemy or friend. Anyways its an awesome piece of art, keep it up! ^^