Tools: Godot, ClipStudioPaint, Blender
Languages: GDScript, C#
https://page-by-sam.neocities.org/
🇫🇮
Things I learned:
- glb files that you only import resources from can be excluded
- you can define excluded file types
- you can uncheck engine features you don't use
Things I learned:
- glb files that you only import resources from can be excluded
- you can define excluded file types
- you can uncheck engine features you don't use
#sAm_art
#sAm_art
This is written in a script that extends PathFollow3D and the code in first image is ran in the _process function.
Some slight back and forth still remains at noticable upwards curve points, but other than that it is FAR more accurate now.
This is written in a script that extends PathFollow3D and the code in first image is ran in the _process function.
Some slight back and forth still remains at noticable upwards curve points, but other than that it is FAR more accurate now.
If you've watched any of the previous footage, you might have noticed how the camera moves back and forth on the path if you jump.
This was due to inaccurate player follow path object code, that I've rewritten after observing PhantomCamera's code.
#sAm_art
If you've watched any of the previous footage, you might have noticed how the camera moves back and forth on the path if you jump.
This was due to inaccurate player follow path object code, that I've rewritten after observing PhantomCamera's code.
#sAm_art
You don't really gain anything from being able to get up there, it just feels quirky.
Unless I put a life or three there, idk.
#sAm_art
You don't really gain anything from being able to get up there, it just feels quirky.
Unless I put a life or three there, idk.
#sAm_art
#sAm_art
#sAm_art
- imported more finished props for TW level
- rewrote the player prefs system to use a config file instead of a resource, so it's easier to read and edit for players if need be
- imported more finished props for TW level
- rewrote the player prefs system to use a config file instead of a resource, so it's easier to read and edit for players if need be
Finally got it to follow player's position up and down for a certain distance each direction. So now it feels even more authentic.
I've used PhantomCamera's group look at setting before, but only with code I wrote today did it start getting results.
Finally got it to follow player's position up and down for a certain distance each direction. So now it feels even more authentic.
I've used PhantomCamera's group look at setting before, but only with code I wrote today did it start getting results.
Just had to whip up this quick test animation to try @hypervoiceacting.bsky.social 's lines on.
Trippy stuff even at this state
#sAm_art #CrashBandicoot
Just had to whip up this quick test animation to try @hypervoiceacting.bsky.social 's lines on.
Trippy stuff even at this state
#sAm_art #CrashBandicoot
Inserted a new face, and shrunk the UV of the border down and placed it over the body's region in the texture.
Work smart.
Inserted a new face, and shrunk the UV of the border down and placed it over the body's region in the texture.
Work smart.
Some test poses instead, I don't have time to redo that lol.
#sAm_art #CrashBandicoot
Some test poses instead, I don't have time to redo that lol.
#sAm_art #CrashBandicoot