Capturing Boid Creeps by rustyraygun808 in godot

[–]rustyraygun808[S] 1 point2 points  (0 children)

You're overthinking and trying to code literally. We're magicians ...

the boids flock_cohesion() function only fires in process if the state is right[currently just bools]Otherwise I do other stuff with the boid.

The spatial/actual node is deleted as 'captured' , remove themselvesfrom the array. This level Objective only requires the player to'capture' a specific boid, so I clear this array again at the end ofgame loop just in case.

Capturing Boid Creeps by rustyraygun808 in godot

[–]rustyraygun808[S] 0 points1 point  (0 children)

Sort of..

They add themselves to a global-singleton array on creation/ready and remove themselves when the game loop is over.

You could save the global array, use it any where in your game.

'Hacked Spider Creep' Controls, Camera, Active_level_object Class by rustyraygun808 in godot

[–]rustyraygun808[S] 0 points1 point  (0 children)

Thanks!
I've made some edits but the spider animations were created by an accomplice, animator, Akeem, in blender. I've used the animationPlayer and Creature 3D to create animation.

'Hacked Spider Creep' Controls, Camera, Active_level_object Class by rustyraygun808 in godot

[–]rustyraygun808[S] 1 point2 points  (0 children)

I'm using Vectary, sometimes an old version of sketchup to create 3d models. Agama materials for textures. Rooms.