【ゲーム制作】クローンゲーじゃありません! その30【VOICEPEAK東北きりたん】
【ゲーム制作】クローンゲーじゃありません! その30【VOICEPEAK東北きりたん】
EX-ZODIAC Review: Star Fox Comes Back (Native game, made with Godot): https://boilingsteam.com/ex-zodiac-review/
#linux #linuxgaming #update #exzodiac #review #starfox #godot #native #steamdeck #steam
【ゲーム制作】クローンゲーじゃありません! その28【VOICEPEAK東北きりたん】
#Blender #Godot #Addon #Pipeline
Plugins for working between Blender and Godot.
Utils:
A. The Multimesh tagger in Blender.
B. The Name Hinter in Blender.
Are one extension here: https://codeberg.org/dbat/blender-godot-utils
C. The Godot plugin to import multimeshes tagged in A:
https://codeberg.org/blender-godot-pipeline
Forgive the messy code, docs and file chaos. It's not that hard to figure out. I am cleaning it up and will also post about it all.
hth
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.
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.
【ゲーム制作】クローンゲーじゃありません! その22【VOICEPEAK東北きりたん】
(Updated 2025-03-21)
Since information on this specific topic seems scarce, I wrote a devlog explaining how I successfully applied basic C# code obfuscation to my Godot project.
https://midnightspiregames.itch.io/minerva-labyrinth/devlog/899501/c-obfuscation-in-godot
I'm developing an Anomaly Horror game.
You can check the alpha version here:
https://eibriel.itch.io/robot-anomaly (password: anomaly)
Feedback is welcomed!
I think it's worth me doing a new #Introduction:
Hi! I'm Chris! I write code, I make things, and I parent.
My posts are generally about a few key areas: #Programming, #HamRadio, #TTRPG and #Parenting.
As far as programming, I mostly focus on #DotNet #CSharp professionally, with a smattering of #WebDev using #TypeScript. For my "not professional" development, I do a lot of #GameDev in #Godot (usually using C#, though not always!), and I adore #FunctionalProgramming, particularly in #FSharp, but also in many other languages! I stream software and game development on Twitch at https://twitch.tv/b4ux1t3. The schedule on there is not currently correct (January 2025), but should be soon.
When it comes to ham radio, I mostly focus on #DigitalModes, though I do a little bit of #POTA and #SOTA (well, I want to, anyway!). I'm a big user of #APRS and #PacketRadio. I try to be active on #YSF via the inimitable KJ7OMO@mastodon.radio's (edit: removed the mention here to prevent accidental mentions!) pride radio network, though mostly I listen. If you'd like my callsign, feel free to DM me. I do not list it publicly, but I'm not shy about handing it out in a more private setting.
Regarding TTRPG, I'm mostly a forever GM who runs #ShadowdarkRPG, #BladesInTheDark, #MorkBorg and #Mausritter, though I love most #OSR games and often mix and match rules and stuff. I don't _hate_ #DnD, #dnd5e or otherwise, it's just not the sort of thing I enjoy running. I also GM professionally on https://startplaying.games/gm/b4ux1t3!
Outside of that, some of my posts are about #Crochet, #BookBinding, #Woodworking, #Mathematics, #Linguistics, #TokiPona and, well, lots of other things
I have lots of links in my profile if you'd like to know more about me!
I'm really excited to be directing my first project at the Blender Studio
This time it's a little game with the
@godotengine
https://studio.blender.org/blog/announcing-project-dogwalk/
I'll share more info and updates soon! And of course there will be way more from the entire team on studio.blender.org.
Muy bien, aquí está:
The Trolley (unintentional) SLAUGTHER
https://dc-none.itch.io/the-trolley-unintentional-slaugther
Es el juego hecho en #Godot del que he estado hablando los últimos días. Lo hacia en el marco de la #Fedijam 2, aunque no lo decía porque no estaba seguro de que pudiese lograr terminarlo a tiempo debido a que lo estaba haciendo en mis ratos libres en el trabajo, pero al final lo logré y me siento orgulloso del resultado.
Eso si, el juego puede resultar de muy mal gusto al representar violencia no realista a figuras publicas e históricas, pólitas y demás (como Trump, Elon y Maduro). Pude haberlo hecho diferente, pero parte del chite estaba en ello, así que de antemano me disculpo a quien se ofenda. Si resulta ser demasiado problemático, lo cambiare de inmediato.
We're building an #opensource #tribes-like game
You can find the current milestone and related issues here
https://gitlab.com/open-fpsz/open-fpsz/-/milestones/7?v=0