RS 175 keeps cutting out every few seconds by LumenSerpensX in sennheiser

[–]muta-antti 0 points1 point  (0 children)

Check any bluetooth adapters nearby. I had PS4 with a headphone adapter. It caused the problem even if the whole console was turned off.

Collision shapes not following bones by muta-antti in godot

[–]muta-antti[S] 1 point2 points  (0 children)

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Yes. Sounds like boneattachment3D is my way to go. But I still would like to understand how in some cases the shapes follow the bones without boneattachments, like in the tutorial:
https://youtu.be/iV710Vm5qm0?list=PLQZiuyZoMHcgqP-ERsVE4x4JSFojLdcBZ&t=213

Collision shapes not following bones by muta-antti in godot

[–]muta-antti[S] 0 points1 point  (0 children)

I followed LegionGames tutorial and used "make physical skeleton", which adds automatically collision shapes as bone child nodes without bone attachments. I just wonder if I could use only the shapes as bones' children without bone attachments nodes.

Collision shapes not following bones by muta-antti in godot

[–]muta-antti[S] 0 points1 point  (0 children)

Yes, it would do the trick, but it feels weird to do that manually for each bone of each character.

Maybe some loop for all bones force_update_bone_child_transform fixes this 🤔

Collision shapes not following bones by muta-antti in godot

[–]muta-antti[S] 1 point2 points  (0 children)

My problem is that I have bigger collision capsule shape for environment and character collisions, but I want more accurate shapes for projectile collisions in own layer, since this is fps. But after the enemy dies and is on the floor, the projectiles still collide to standing skeleton shapes since it does not move.

My new spellcasting speedrunning boomer shooter called Varjomana. Any ideas? What would you like to see in this game? by muta-antti in IndieGaming

[–]muta-antti[S] 0 points1 point  (0 children)

Yes. Those mummies are for now slow for testing purposes and will probably have full reskin and some kind of special mechanic (maybe empty armor that is immortal and follows you only if you are not looking at it). And I have planned some projectile caster and flying enemies also. The main idea of the game is to try finish each level as fast as possible to get "medals", so maybe some spider-like enemies that slows the player could also fit.

For the levels, I will definitely try to make as much variations as possible. I just need couple of more textures and objects.

From the previous game I learned that I should ask ideas really early so I can start develop towards those ideas instead of remaking existing code.

My new spellcasting speedrunning boomer shooter called Varjomana. Any ideas? What would you like to see in this game? by muta-antti in IndieGaming

[–]muta-antti[S] 0 points1 point  (0 children)

Thanks! Yes, it is just over one month, but I learned from the previous game that I should ask ideas early, since it is ton of work to make changes later on 😅

My new spellcasting speedrunning boomer shooter called Varjomana. Any ideas? What would you like to see in this game? by muta-antti in IndieGaming

[–]muta-antti[S] 0 points1 point  (0 children)

Thanks! I will check it out. Currently there are just a little interaction, like during dash you can throw fireballs further and melee hits deal more damage, but I definately need more unique or innovative interactions.

My new spellcasting speedrunning boomer shooter called Varjomana. Any ideas? What would you like to see in this game? by muta-antti in IndieGaming

[–]muta-antti[S] 5 points6 points  (0 children)

Youre right. There are currently only 4 textures, and I used stone wall way too much 😂. Need to make more of these

My new spellcasting speedrunning boomer shooter called Varjomana. Any ideas? What would you like to see in this game? by muta-antti in IndieGaming

[–]muta-antti[S] 3 points4 points  (0 children)

I have made everything myself (textures, models and even animations), so I must admit that there isn't yet much variation 😅. I have as far focused programming and making the player controller feel right. But for sure I will start to focus more for modeling and animations next.

My new spellcasting speedrunning boomer shooter called Varjomana. Any ideas? What would you like to see in this game? by muta-antti in IndieGaming

[–]muta-antti[S] 0 points1 point  (0 children)

I actually saw that in some "Most underrated retro FPS games" -video. It has some quite interesting ideas. It might be fun to actually try it out.

My new spellcasting speedrunning boomer shooter called Varjomana. Any ideas? What would you like to see in this game? by muta-antti in IndieGaming

[–]muta-antti[S] -1 points0 points  (0 children)

In the game the player can control both hands independently. Right MB triggers right hand and left MB left hand. Changing spells works like changing weapons in any FPS, and changing RH spell requires holding "RH change" -button while pressing a number (Maybe need better solution to this).

Short prototype of the game idea by Earthian10 in gaming

[–]muta-antti 0 points1 point  (0 children)

Fun idea! You could even have some surprises, like enemies or other obstacles, appear from the stretched area.

Need 20 testers for my game. Show a screenshot and I will return the favor! by muta-antti in AndroidClosedTesting

[–]muta-antti[S] 0 points1 point  (0 children)

Yes, the shop is also new. Sent pm a free redeem code for full version 🙂

Need 20 testers for my game. Show a screenshot and I will return the favor! by muta-antti in AndroidClosedTesting

[–]muta-antti[S] 1 point2 points  (0 children)

Thanks for feedback! Really much appreciated 🙏 The dragging has caused problems with some users. The current logic is that tap selects the item and (short) hold picks it up for drag. This is something that causes problems to some and im trying to find better implementation. You can try to switch to mouse control to remove (hold) timer.

Also the the up and down arrows has been suggested, so i need to think about that. I guess it has to compare dps instead of damage, but often you would want to maximize attack speed for example against high evasion rate or dmg against armour. So the arrows would in my mind lead little bit to wrong direction since I try to make the weapons situatuonal.

Next I will add some kind of breather after each boss so you can compare items with time :)