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#godot

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Blender Studio's long awaited second game project, focused on creating a bite-sized interactive storytelling playground.

Play as a big adorable dog and explore the winter woods with a little kid.

The goal of this project is to create a pipeline between Blender and Godot to make the asset and level creation process as seamless as possible.

Homepage
studio.blender.org/projects/do

Steam
store.steampowered.com/app/377

#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: codeberg.org/dbat/blender-godo

C. The Godot plugin to import multimeshes tagged in A:

codeberg.org/blender-godot-pip

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
🦇

Codeberg.orgblender-godot-utilsAn extension that has various utilities for interop between Blender and Godot.
Continued thread

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

#godot#ai#BTs
Continued thread

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!

Continued thread

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.

#ゲーム制作 #ゲーム開発 #Godot #ブラウザゲーム #新作公開

私は先日、とある部屋の監視カメラにアクセスする手段を入手した。
一体部屋の中の何を監視しているのだろうか?そもそもこれは何のための監視カメラなのだろうか?私には一切分からない。
私一人ではこの秘密を抱えておくことはできないので、ここに公開する。
監視対象とコンタクトをとるボタンもあるようだが、あまり必要以上に刺激することはおすすめしない。

https://kotukohumibana.itch.io/the-surveillance-cameras

Continued thread

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

#Godot#Gamedev#Game
Continued thread

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.

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 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 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!

Twitchb4ux1t3 - TwitchA software developer and gamer of pretty freaking average proportions!