John Dunham (He/Him )
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jfdunham.bsky.social
John Dunham (He/Him )
@jfdunham.bsky.social
Ph.D., Podcaster, Quintessential Nerd.

A facade worn by Gorgo (the wise).

He/Him

Views not his own, but those of an ancient eldritch abomination
Also, the collision system _does_ work, I just need to work on impact animations/particles.
August 12, 2025 at 9:14 PM
Also the server based projectile generator can spawn something like 50k projectiles and maintain 60fps, which is way to many projectiles if I'm being completely honest.
August 8, 2025 at 8:46 PM
Also, if anyone is curious about the jump prediction algorithm, it's super simple. I use the kinematics equations to piecewise calculate segments of a mid-fidelity parabola, once per frame. Each segment is a ray cast (5 per jump prediction) that exits early if a forbidden object is detected.
June 17, 2025 at 6:07 PM
I probably will eventually, it's all a bit hacky for my use cases. I was thinking about developing some Godot coursework for my day job, so I'll probably open source my tooling then. But if there's anything you're interested in lmk and I can post a gist or two in the meantime.
May 17, 2025 at 12:23 AM
Why do this instead of an animation tree? I find the animation tree to be a bit restrictive for my use case in Godot.

Just for an example I tried to map this behavior in an animation tree and it was non-trivial. This gives me more control and it takes a minute to remap animations.
May 17, 2025 at 12:08 AM
I'm a bit extra with the configuration settings too.
May 14, 2025 at 4:28 AM
It's not perfect and right now it relies on property scanning to determine if the transition happens, so if you have a base class that defines transitions as properties and you override it, it can be a bit inaccurate.

#indiedev #gamedev #solodev #toolsdev
May 5, 2025 at 11:59 PM
Why I'm working on art? I needed to get a better feel for the environments the game is taking place in so I can better design enemies to inhabit those spaces. Honestly not necessarily how it _should_ be done, but I'm playing around with experimental, iterative design.
April 11, 2025 at 6:43 PM
I have a set of additional sprites that have a shader that remaps the color based on a uniform and then applies a dithering effect to it that's animated with a tween. I think I'll make a video about it eventually.
April 4, 2025 at 2:54 PM
Thanks! I've been spending unholy amounts of time tweaking animations, shilloutes and timings, because the kind of platforming I'm trying for is 100% polish based.
April 3, 2025 at 9:59 PM
As somebody who recently finished a terminal degree in HCI the job prospects in the US are absolutely _dire_. Also the no-no word list makes grant writing functionally impossible if you need human subjects in your research.
March 28, 2025 at 12:38 PM