Platformer update 4:
Got some wall sliding going. Had a lot of fun figuring this out and took inspiration from games like Super Meat Boy and Celeste. #indiedev#platformer#GodotEngine
Aight that wraps up my winter break and back to work haha
Ended up finishing up my steering behaviors explorations and open sourced it here for anyone interested - https://t.co/Ksc4YwwMMD
https://t.co/7VqxAX7cbt
Steering Behaviors: Path following. Ended up creating an editor tool for spline editing in Godot that can now create cool paths easily. https://t.co/3GJvtaydEg
Took on a side project for the break, writing a clean steering behavior library in Godot (will be open source) to teach/share with others. Pretty happy with current progress - here is Collision Avoidance + Seek combined together.
https://t.co/PTk1e0l1uR
Been a long time but I am finally back to some indie work/explorations :)
Starting back with my amateur pixel arting...since I am back in NZ for a bit - sheep
@reduzio@the_duriel This was a bit disruptive when I stitched from godot 3->4. My recommendation for the future is to have a container class that maybe wraps this into something that is easier to implement. I��ll try and work on this if I can squeeze the time in.
Since I am always promoting everyones things for free I’d like some free promotion.
Just this isn’t a game, it’s a website I made to help you figure out what to cook!
Please like and RT!
https://t.co/OvSbYYqqa6
@deepnightfr Some things to consider:
- is it easy to up and down difficulty?
- when you introduce ranged enemies, does this overlap or is that a parallel system?
- what about enemies that are bigger that get blocked by occupied circles?
Token systems usually solve some of these problems.
@deepnightfr Yeah there a bunch of interesting things to consider. There are probably some good gdc talks on combat circles and token systems that are worth looking into. Let me see if I can dig some up :)
@deepnightfr Nice! That plus slightly longer windups make for a good cadence for players to react to. Essentially this is what we did in God of War with just more layers and nuance. Looks great so far! Your hit feel and effects are on point :)
@_Zackavelli_ I think this is a good start but I would do these to improve it a bit:
- delay the frame of hit a bit more
- try increasing # of frames
- experiment with adding a tiny camera shake
- hit anim reaction with a high contrast pose or pushback
Pixel Composer 1.0 is here! The first "full" version of a node-based, nondestructive VFX editor for pixel art is now available on https://t.co/eAyfkgCH4i! #pixelart#gamedev#gamemaker
https://t.co/omgbrKfWCs
"Tenjutsu" is my #LDJAM entry: a game I created in 48h, inspired by the combat feeling from Karateka (@jmechner) and International Karate+ (System3) #pixelart#gamedev#gamejam https://t.co/ynPl0gKqYo Please share :)