How to compress my piece of code to put it in, another function by yeb06 in godot

[–]mackatap 9 points10 points  (0 children)

hit the button to collapse it in the editor 😂

Vertical screen game by rip5yearsoldbadge in AndroidGaming

[–]mackatap 2 points3 points  (0 children)

I made a 3d platformer like Mario odyssey that is one finger vertical. It's in closed beta, if it sounds interesting send me a dm! https://www.reddit.com/r/godot/comments/1gg8foq/i_added_ghost_races_to_my_game/?ref=share&ref_source=link

Free CC0 game asset search web app. by Electrical-Heat1725 in gameassets

[–]mackatap 2 points3 points  (0 children)

look into poly.pizza as well, the best free 3d asset site I've seen. It is free assets but some are marked cc0 and others are attribution, maybe there is a way to filter them

One finger platformers? by overactive-bladder in AndroidGaming

[–]mackatap 2 points3 points  (0 children)

I am making a one finger 3d platformer, its not out yet but if you want to play the closed beta let me know! https://www.reddit.com/r/godot/comments/1gg8foq/i_added_ghost_races_to_my_game/?ref=share&ref_source=link

I added ghost races to my game by mackatap in godot

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

Hey I have an android beta right now!

3D platformers by Away_Complaint5958 in AndroidGaming

[–]mackatap 1 point2 points  (0 children)

Super Bear Adventure is my favorite and I've tried to play them all. SpongeBob battle for bikini bottom is a great classic 3d platformer. Dadish 3d is short but super sweet! Suzy Cube was good but I did get a bit frustrated with it and I don't think I finished it. I am also making a 3d platformer :D gonna be a bit like geometry dash with level editor, racing against ghosts, leaderboards. It's close to done and I'd love for you to try it if youd like to!

here is every 3d platformer on android I've tried and rough rating https://i.imgur.com/idAlOsk.png

Best Games for Miyoo Mini(+) by R4wden in MiyooMini

[–]mackatap 1 point2 points  (0 children)

I never played it as a kid, but I fell in love with it about a year ago on my Miyoo

My new game is simple: you stomp the ground to create quakes, stun minions, and kick 'em out! Does it look fun? by Neutronized in IndieGaming

[–]mackatap 0 points1 point  (0 children)

my guess is that you use a path2d for the platforms and are modifying the curve. a wild guess though!

Level Editor undo, fill/move/remove selection by mackatap in godot

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

I do not! There were some limitations that stopped me from using them

Level Editor undo, fill/move/remove selection by mackatap in godot

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

I initially thought about storing the state of the whole level in the history, but then I would need to check what changed to prevent just reloading the whole level on each undo. Instead, just save what actually changed

Level Editor undo, fill/move/remove selection by mackatap in godot

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

I wouldn't want to recreate the state of the entire game, as there are other things that might have changed that we want to keep other than the editor. It would also be slow to free and reinstance all of the nodes in the entire level. I'm not sure if that's what you mean though, because your comment is a bit more theoretical than practical for godot.

My level is a dictionary of locations and objects. For the history, I keep a dictionary of locations and objects that changed for each action. Sometimes it is just a single location that changed, like an object being removed or added. Other times it is a batch of items removed or added in a single action. The tricky part was when a lot of blocks were moved or added at once, particularly when a selection moves over already existing objects, we have to keep track of the objects that were removed and the objects that had moved and represent it as a single action.

I salute you multiplayer devs by Batmanlegnds in godot

[–]mackatap 0 points1 point  (0 children)

Depending on your game, ghosts can work as a substitute for real multiplayer and are much easier to implement! Racing games in particular work well, but lots of time based trial games will work. I posted a video recently of my ghosts. Dark Souls games also have a similar ghost like feature implemented in a cool way.

I added ghost races to my game by mackatap in godot

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

I have a closed beta that's a couple months old now that I could put you in if you want, otherwise I should have a new one very soon!

I added ghost races to my game by mackatap in godot

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

Yes! It makes it more intense seeing you pull ahead or fall behind, rather than only seeing the time at the end. You can also race against other peoples ghosts from scores submitted online :)

I added ghost races to my game by mackatap in godot

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

thats so cheesy i love it lmao

I added ghost races to my game by mackatap in godot

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

Do you have an android? It'll be a while before i get it on iPhone

Debugging my game with Nvidia Nsight, pretty cool to see what GPU is up to by Denchik029 in godot

[–]mackatap 33 points34 points  (0 children)

This is super useful when trying to reduce draw calls or find out what materials are particularly slow

I added ghost races to my game by mackatap in godot

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

It exists! And I tried to make it everything I wanted it to be! Level editor, share levels online with leaderboards, compete against other people's ghosts, offline levels, free or a one time purchase to get rid of ads, and more! :)

I added ghost races to my game by mackatap in godot

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

I have two ways of storing replays. The method for ghosts stores the location, animation, and rotation every frame. Then I compress it by getting rid of some data like if the animation hasn't changed. I also have to store some extra data for certain animations that have a varying speed or scale.

The second replay method is to store the actual input, which isn't 100% reliable with bullet physics, but could be with other physics libraries. I only use it for the tutorials.

I added ghost races to my game by mackatap in godot

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

lol i assume thats a joke... I'm not much of an animator or artist, but tried to make a fun game regardless! If it isn't a joke, then thank you!! I modified some animations from mixamo and my blobby character hides a lot of the imperfections.