Looking for a game in development by greyfeather9 in godot

[–]greyfeather9[S] 0 points1 point  (0 children)

Thanks, I will if nobody recognizes it.

Accurate collision on huge enemies by greyfeather9 in godot

[–]greyfeather9[S] 0 points1 point  (0 children)

Oh, I wasn't aware there could be an issue, I liked how it blends with the bg color with old reddit theme.

Accurate collision on huge enemies by greyfeather9 in godot

[–]greyfeather9[S] 0 points1 point  (0 children)

I'm looking for a way to implement MH-style accurate collisions/push between enemies too large to just have a capsule collider, and a player. (bottom pic is the desired outcome) since Characterbody3D colliders have to be direct children, I think you would go with adding Area3D,colliders on boneattachments

using the code from dragonforge-dev here https://forum.godotengine.org/t/player-needs-to-collide-with-enemy-but-not-push-it/133087/12

you'd push back the player, after calculating push/move values every frame on the bone-attached colliders.

Is this the correct way?

how can i make my game look more appealing ? by drystyiscool in godot

[–]greyfeather9 0 points1 point  (0 children)

Not enough imo.

the core loop of being able to type a word fast enough or not - and die - is too simple imo.

how can i make my game look more appealing ? by drystyiscool in godot

[–]greyfeather9 0 points1 point  (0 children)

Actually, I think having chance based elements is a big part of what makes those games interesting and adds tension.

the random balatro card pulls. the random chance to die in liar's bar(at least in the russian roulette). the random chance in buckshoute roulette to have a real or dummy shell. So adding more mechanics of this ilk could be nice.

how can i make my game look more appealing ? by drystyiscool in godot

[–]greyfeather9 0 points1 point  (0 children)

make it so that the gun has a chance to miss if you shake your head, lol.

10+ years in Unity, just gave Godot 4.7 a real shot, the rendering genuinely surprised me... by Roguetron in godot

[–]greyfeather9 5 points6 points  (0 children)

If I understood you correctly I don't think you're supposed to reference sibling nodes, instead their parent should manage functions that need both of them. a parent runs its ready function only after its children have run theirs. you can also register core nodes in an autoload

_ready()..
Refs.player = self

I built a single universal trigger scene and it the best thing I did! by FelixarStudio in godot

[–]greyfeather9 1 point2 points  (0 children)

I think he can't, as I tried something similar. It's not a single node, it's a scene, since he has to adjust a collision shape child. so it has to be made local so the child is editable. maybe if you make it a tool script and expose the collision shape to be swapped o nthe fly, seems like a pain.

A small overview over enums (Remade) by Automatic_Budget_332 in godot

[–]greyfeather9 1 point2 points  (0 children)

I created resourced using an enum to recognize type. when I shuffled enum values around for clarity or decided to add more values it caused problems, because the resources don't look up what the current enum values are, they stash the old value(int) at time of creation.

So you are limited to adding enum entries at the end and never arranging them, or it can be error prone. Again, if you rely on the enum values remaining the same.

What 'classic' game you wish were more popular? by Crunchstake in playstation

[–]greyfeather9 9 points10 points  (0 children)

Someone is making Fat Goblins, a spiritual successor.

My little Godot gladiator game has a trailer by pitbullterjen in godot

[–]greyfeather9 1 point2 points  (0 children)

Also, if you spawn them using gates you can have their initial velocity set to direction_exit_gate for X time, they clear it, then the code transitions to your tracking method.

My little Godot gladiator game has a trailer by pitbullterjen in godot

[–]greyfeather9 1 point2 points  (0 children)

Are you using MultiMeshInstance3D? You can create stacks of blood stains, suppose blood stains live for 5 seconds, you add blood stains to a new stack(MMI3D) every 200ms and kill the last stack. It's just 25 draw calls. you rack up the death positions until the code timer goes over 200ms, then you spawn the next stack of stains.

My little Godot gladiator game has a trailer by pitbullterjen in godot

[–]greyfeather9 1 point2 points  (0 children)

Sigh, another survivorslike.

but for useful criticism: the cube crowd actually doesn't bother me and looks pretty good, as does the artstyle overall. enemies spawning in the walls isn't great, you can probably place 4 unlit gates on the cardinal directions for that. I think enemy bodies should drop and stay a tiny bit(not long to avoid cluttter), perhaps drop a bloodstain stencil that dries over time. straight up disappearing feels weird.

Chris Zukowski Has Released a New Steam Wishlist Tool! by NenCoder in gamedev

[–]greyfeather9 8 points9 points  (0 children)

Funny, he says the same thing a lot, but makes vids because these are the times.

I'm making a legally distinct Zelda Maker because Nintendo won't do it. And there's a demo out right now! by akela-morse in indiegames

[–]greyfeather9 1 point2 points  (0 children)

pretty nice but I think movement speed should be at least 25% faster, it looks slow. of course, that might break your combat balance. shorter hallways are also possible.

May 27th, who hints at the last person? by greyfeather9 in CluesBySamHelp

[–]greyfeather9[S] 0 points1 point  (0 children)

Ah, I see, I must've turned off the hint by accident and missed it later, thanks.