just in time for WRATH MONTH i've put up a version of the lumpy gay space rock simulator for you all to enjoy
it's based on gravity like movies are sometimes based on real events
just in time for WRATH MONTH i've put up a version of the lumpy gay space rock simulator for you all to enjoy
it's based on gravity like movies are sometimes based on real events
First post might as well be my pinned post! A link to my web projects and a blog, which is mostly about webdev and gaming.
I discovered Mastodon though editing my profile on Itch.io lol. Now I can fill in that field, yay xD.
#Luanti 5.12.0 has been released!
With new input handling and controls, new item and entity visuals, better map performance, and more
how to make a pixel character (꜆• . •꜀)?
Working on a lot of bug fixes for Project DogWalk at this point.
Currently waiting for access to the Steam page :3
Also wondering what I could be posting about. Now there's finally time to do more writing and making-of material!
#Codeberg #git #git-lfs #GameDev #LargeFiles
I opened an "issue" on Codeberg to try get some discussion about my recent git-lfs experiences and the ideas floating in my head for a better way to handle large binary files while using git.
I'd appreciate any feedback etc. It's here:
https://codeberg.org/Codeberg/Community/issues/1910
I'm a git-nitwit, so factor that in!
35 years later... It's finally there! https://www.colino.net/wordpress/en/shufflepuck-cafe-for-apple-ii/
Slowly moving forward and I feel like this is something to show for today's #screenshotsaturday
I more or less completely rewrote the water shader by now. Not sure about the wave tops. What do you think? I definitely try to go for a more cartoonish style.
Teskoanno is now live! My #threejs powered 3D N-Body simulator is now up - it's a dev build, and not optimised but it works! I tested it on mobile - UI needs to work, but runs well on my Pixel 8 Pro.
Would love to get #feedback
https://tanepiper.github.io/teskooano/
#gamedev #astronomy #webDev #webComponents #vanillaJS #opensource
(Bonus debug tools screenshot)
I know Kung Fu
And when I say Kung Fu I mean making a basic Behaviour Tree in Godot 4. This past week I have been quite busy wrapping my head around it, as I struggled quite a bit understanding how to organise and separate the different bits of enemy logic in the project.
I made a simple AI (of the good variety) that consist of the different behaviours:
- Wander inside an area
- Detect Targets
- Chase
- Attack
- Flee
- Center the move area
Some sketches I made on my Nomad for the hammer game. Some of them are ideas for enemies and boss battles, the monkey is a draft of the player character.
New update: I have programmed some objects that have physics and can interact with the player attacks .
You can even aim an object towards another one, or an enemy (for now, I call enemy to the green sphere ) before hitting it with the hammer to make it fly towards it and cause some damage.
should witches have hats
I finished working on the "aim assist" feature of the game. I recorded a short video using the keyboard to play so that you can see it in action, in the worst case scenario, when only moving in 8 directions.
As long as players are loosely looking at a target, the attack will aim automatically and land even while dolphin diving!
Alright, since the last update a couple of things have happened:
First, I added some hit boxes to the player character. Then I wrote a system that checks for collisions when using attacks. Lastly, I have been working on some "enemies" and some feedback effects to check whether hitting stuff with the hammer feels fun and rewarding.
It looks quite promising so far, but I have noticed that aiming at enemies can be tricky at times, so I am going to focus on fixing that next.
I updated the character controller to use a state machine as well, and I cleaned up the animation tree a little bit following advice from the replies.
Using the state machine for this controller has eased A LOT the development process. Less bugs, easier to scale and maintain. I can't wait to keep adding new stuff!
So far, since the last update, I added:
- Aerial attacks
- Hammer Throws
- Dolphin dives
- Momentum to certain player moves
This is my first time using the 'AnimationTree' node, and let me tell you, it was a mess as each new animation complicated my state machine more and more. Hopefully once every mechanic is implemented I will find a way to clean it up, as I am sure I won't be able to maintain this the moment I start working on some other part of the project.
Any suggestions or learning resources is welcome
For the last couple of days I have been working on this. A prototype for a 3D platformer/ adventure game where players take control of a fella with a humongous hammer.
I am still working on the basic controls for the player character, but I already like how it is shaping. Hopefully next week I will have them all ready to start creating some enemy/environment interactions.