find more at www.nullnxte.com
also it FEELS GOOD to cut shit!!!! makes you lightweight and free to explore
#gamedev #indiedev #godotengine
also it FEELS GOOD to cut shit!!!! makes you lightweight and free to explore
#gamedev #indiedev #godotengine
this is the beginnings of HOLY WRIT, an arena combat game
this week ive implemented the attack charging, blocking, dashing, and a very scalable viewmodel and movement system
almost ready for some enemies
#indiedev #gamedev #godot
bro is packing his bags
bro is packing his bags
im working on an unannounced first person adventure game. the vision is to have the farmlife of Stardew, etc + the combat of games like Chivalry or Mount & Blade.
im working on an unannounced first person adventure game. the vision is to have the farmlife of Stardew, etc + the combat of games like Chivalry or Mount & Blade.
I was thinking while watching the latest one how much I would love to have him narrate & walk me through coding
I was thinking while watching the latest one how much I would love to have him narrate & walk me through coding
im calling it a Murfang, a low level enemy that will fight with sword and shield
thinking of adding leather straps and armor, maybe a cloak?
i am literally learning 3d modeling as i do this lmao
#gamedev #blender #godot
this is an enemy im workshopping. might try some different colors and more accessories. need to figure out what looks right in engine
#gamedev
this is an enemy im workshopping. might try some different colors and more accessories. need to figure out what looks right in engine
#gamedev
a pretty basic FSM will work for my purposes, but im getting great tips on decoupling behaviors. it should pair well with Godots component-minded approach
www.gamedevs.org/uploads/thre...
a pretty basic FSM will work for my purposes, but im getting great tips on decoupling behaviors. it should pair well with Godots component-minded approach
www.gamedevs.org/uploads/thre...
we got slicin'. we got dicin'. we're directionally whoopin ASS 😤
new animation system is in
blocking is in
i think its time to work on an enemy that isn't wooden..
#godotengine #gamedev
we got slicin'. we got dicin'. we're directionally whoopin ASS 😤
new animation system is in
blocking is in
i think its time to work on an enemy that isn't wooden..
#godotengine #gamedev
I like moving ideas/tasks and connectin em with noodles
I can identify a task that's a nexus to many others & see the impact of cracking it
really helps me see rational paths of development & task dependencies
I like moving ideas/tasks and connectin em with noodles
I can identify a task that's a nexus to many others & see the impact of cracking it
really helps me see rational paths of development & task dependencies
To pause an animation being played via AnimationTree, you can't just set AnimationTree.active = false. This causes the animation to reset to its first frame when the Tree is set to active again.
Instead, hook up a TimeScale node and set that to 0 or 1 to pause/resume!
To pause an animation being played via AnimationTree, you can't just set AnimationTree.active = false. This causes the animation to reset to its first frame when the Tree is set to active again.
Instead, hook up a TimeScale node and set that to 0 or 1 to pause/resume!
ive spent the last few days transitioning to an AnimationPlayer node instead
it will take some doing to get it as smooth 🥲
#gamedev
ive spent the last few days transitioning to an AnimationPlayer node instead
it will take some doing to get it as smooth 🥲
#gamedev
in the Nintendo DS game Lost In Blue, players had to physically blow into the microphone to provide oxygen to the fire. this model directly simulates interacting with a real fire
in the Nintendo DS game Lost In Blue, players had to physically blow into the microphone to provide oxygen to the fire. this model directly simulates interacting with a real fire