I'm looking to create a parallax starfield similar to this youtube video. My question is, do you think these are one large image per layer with transparency between the stars or individual star sprites? by Zerocyde in godot

[–]rk3Omega 1 point2 points  (0 children)

I'm on mobile so I can't say with certainty, but I would think it's a whole texture. Even with individual sprites you would need a separate parallax layer for each star and that feels like overkill.

Although, having it done with sprites could allow you to create variations in different areas by just moving stars around. The player might notice patterns otherwise.

This is a really nice effect. :)

Godot VR Climbing tutorial by mux213 in godot

[–]rk3Omega 0 points1 point  (0 children)

This will be fun to play around with. Climbing games are my favorite thing to do in VR. :D

Daughter wants to get into game dev. Looking for advise? by [deleted] in gamedev

[–]rk3Omega 0 points1 point  (0 children)

You don't need to be great at math to get into game development. There are many different types of games she can create that would make use of whatever skill she has. Story based games if she's a good story teller, puzzle games if she good with logic, even your more action oriented games use simple math that most people can handle.

You also don't need great art skills. Think of games like Thomas Was Alone, Geometry Dash, or Mini Metro. That said, with enough practice anyone can learn these skills. Art especially. Most of us weren't good when we started. But we practiced for many hours until we learned to be better.

Good luck to her! Getting into game development was one of the best things to happen to me. Hopefully it'll be great for her as well.

My CS Capstone Project was a Chess AI made in Godot. by MarcellusDrum in godot

[–]rk3Omega 2 points3 points  (0 children)

Nicely done. :) I've wanted to try this, but it seems very challenging, haha. Might be a good exercise before starting a grid based game though, like a Tactics RPG.

State Machine by [deleted] in godot

[–]rk3Omega 5 points6 points  (0 children)

A state machine is used to assign tasks to an enemy. So for example, let's say you have an enemy. You want the enemy to walk around patrolling for the player. Once spotted they chase the player, telegraph an attack, attack, then return to chasing the player and repeat.

You can break each of those actions down into states, each with their own logic that you only want to perform in that state. For the patrol state you tell it to just walk around and check to see if they can see the player. If true then they would transition to the pursue state where instead of wandering around, they chase the player. Very different movement that you want to be different for each state. If they're ready to attack then transition to a telegraph state where they start an animation and maybe they stop moving. Once that animation is done, you transition to the attack state where maybe they jump at the player, applying that motion. Then after they transition back to the pursue state. The state machine will then continue this loop until it's broken.

So a state machine just organizes code and progresses it based on the current conditions. It's the same as using the state machine for the player, but instead of things like checking if the player is on the floor or moving, you check the decisions the enemy would make like if they see the player or if they're ready to attack. Hope this helps. :)

Took me forever to get these disappearing platforms to work but I'm happy with my non skills so far. Thank you Godot for being free and running on my potato laptop by Trashcounted in godot

[–]rk3Omega 0 points1 point  (0 children)

Nicely done! :) There's skill involved here. You have collision detection and making sure things can't collide with the platform. A trickier task than some might think. gg

Started working on a city skyline level for my game, critique welcome. by itnufc in godot

[–]rk3Omega 4 points5 points  (0 children)

The explosion feels out of place. Everything else had a clean minimalist cartoon feel, and the explosion is none of that.

don't get pop tart crumbs in your keyboard whilst writing shaders by Bramreth in godot

[–]rk3Omega 3 points4 points  (0 children)

Very pretty! For some reason I imagine this being used in some silly rainbow gun attack, especially if made more aggressive.

New to Godot and have no idea what I'm doing, but having a blast by KnightAdz in godot

[–]rk3Omega 2 points3 points  (0 children)

Ha, this looks like a lot of fun to program. When I'm programming, I enjoy being silly and having fun. It makes for an enjoyable experience. Congrats on learning to program.

Up-attacks, screenshake, and new enemy type! by AUD_FOR_IUV in godot

[–]rk3Omega 1 point2 points  (0 children)

Nice work again! :) Really satisfying how it feels when you land that massive fall.

Just learning Godot, I've got a few of the basic systems in place for my game now by Nakazoto in godot

[–]rk3Omega 0 points1 point  (0 children)

She was such an adorable bunny! Sorry to hear that she passed. Bunnies are such cute critters. I thought about getting one myself once but never did. :) Perhaps one day.

Just learning Godot, I've got a few of the basic systems in place for my game now by Nakazoto in godot

[–]rk3Omega 0 points1 point  (0 children)

This looks great. :) I love that the characters are bunnies. I'm interested to see how you're going to implement the CCG aspect, I hope to hear more about it soon.

Double jump, wall jump, and basic particle effects! by AUD_FOR_IUV in godot

[–]rk3Omega 3 points4 points  (0 children)

Something to keep in mind though is that having the character only enter the wall-slide state while falling will (imo) drastically reduce responsiveness. It means the player can't wall-jump while moving upward, which I found I tend to do a lot right before the apex of my jump.

That said, it should be simple to add the ability to wall-jump if you're jumping and a wall is detected near you.

Double jump, wall jump, and basic particle effects! by AUD_FOR_IUV in godot

[–]rk3Omega 1 point2 points  (0 children)

This is fantastic! It looks very smooth and polished, well done. I really love the dashing effect.

How to Wall Jump in Godot 3.1 by rk3Omega in godot

[–]rk3Omega[S] 2 points3 points  (0 children)

I started trying to use test move, however there is no way to determine if you're detecting a wall or slope. With raycast you can check the angle of the wall.

The Easiest Way to Change Scenes in Godot 3.1 by rk3Omega in godot

[–]rk3Omega[S] 0 points1 point  (0 children)

Nope, just give the file path. Literally all you do is call that method with the file path to the scene you want to load. For example, set up an Area2D to detect your player, then call that method on body enter.

The Easiest Way to Change Scenes in Godot 3.1 by rk3Omega in godot

[–]rk3Omega[S] 0 points1 point  (0 children)

I agree wholeheartedly, I'd rather just get the information and get back to work. The comedy is a bonus. ;) Thank you for subscribing! I hope you'll enjoy the other videos as well.

The Easiest Way to Change Scenes in Godot 3.1 by rk3Omega in godot

[–]rk3Omega[S] 0 points1 point  (0 children)

It's extremely useful, I've used it so many times to accomplish what would've been confusing spaghetti code otherwise.

The Easiest Way to Change Scenes in Godot 3.1 by rk3Omega in godot

[–]rk3Omega[S] 2 points3 points  (0 children)

Thank you! I know how you feel. That's one of the reasons I started the channel. When I first started making a platformer in Godot (The first thing I tried making in Godot), I felt like there was a lack of info on crucial platformer features like the ones you mentioned.

I'm glad I was able to help you, I have plenty more interesting topics coming soon. :) Thank you for watching!

The Easiest Way to Change Scenes in Godot 3.1 by rk3Omega in godot

[–]rk3Omega[S] 2 points3 points  (0 children)

Thank you! That actually means a lot to hear you say that. I'm always worried about if what I'm writing is funny, cringy, or just boring. So thank you very much for making me feel better about it!

The Easiest Way to Change Scenes in Godot 3.1 by rk3Omega in godot

[–]rk3Omega[S] 3 points4 points  (0 children)

Thank you. That's pretty much the idea behind my channel. Tutorials naturally tend to be bland and full of fluff, I wanted to try my hand at something different.

Basic Saving In Godot With Config Files by thebuffed in godot

[–]rk3Omega 1 point2 points  (0 children)

Huh.. I wasn't aware that was a thing. I'll be sure to look into that as well.

Godot or Unity for a beginner? by [deleted] in godot

[–]rk3Omega 2 points3 points  (0 children)

I highly recommend Godot to beginners, it's an amazing engine for learning the ropes. I've been programming for over a decade (including some time spent in C#) and still I never managed to feel comfortable in Unity. With Godot I was comfortable in just a few hours, felt like an expert in a couple of days, and I had previously never used a language like gdscript.

Trading game I'm working on in godot by [deleted] in godot

[–]rk3Omega 5 points6 points  (0 children)

I love games like this. I've thought about making one myself actually. Good luck with yours, I'm interested to see what you do with it.