terrehbyte 🔍🚂
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terrehbyte.com
terrehbyte 🔍🚂
@terrehbyte.com
Coder of things in Unity, Unreal and now Godot~ (He/him)

💻 Indie Game Prog + Instructor at @aieedu.bsky.social
💼 Prev. @ SJ, IGDA Seattle, Vextar, Litesprite
🕹️ Playing Genshin / ZZZ / Star Rail
📺 Watching Hololive / Dooby3D (🔍🚂)
"Manni" can now run around after taking damage and jumping on each hit. It's now using the same character movement logic, but is driven by its own controller + reacts to game events like damage.

(pls excuse the jank hitboxes; 2lazy2tweak)

#ScreenshotSaturday #Godot #GameDev
October 19, 2025 at 6:15 PM
An "unsmoothed" version of it is now implemented on my character, allowing them to jump onto things that are within a configurable height delta while mid-air.

It's limited to phys objects for now, but that's configurable.

The threshold is *really* high here for exaggeration + debugging.
September 15, 2025 at 5:29 AM
Spent this weekend rewriting my prototype "mounting" system into something more consistent.

It was originally like a "REALLY BIG STEP" that could only occur on phys objects (while jumping) but wasn't reliable.

I originally saw it in HL2 while testing other stuff..

#ScreenshotSaturday #GodotEngine
September 15, 2025 at 5:29 AM
Good-bye cosplans, hello Godot again! Back at it~

1. Crosshair changes to red under enemies
2. Enemies have limbs
3. Hit markers (RED for crits)
4. Hit sounds (different for crits)
5. Automatic blaster
6. Weapon shake (cuz I ain't an animator)

#GameDev #Godot #ScreenshotSaturday (but Sunday oops)
September 1, 2025 at 2:33 AM