The results of today's stream, a few props for my game. It was a short stream today because for some reason I'm super yawny ;_;
I don't have proper version control, and I don't back up my code nearly often enough, but the back-ups I do have give *a little* indication of what I've been working on and when :D
No idea what happened in 2017, but 2018 has apparently has been busy!
Cutscenes are a thing now! They have trigger zones and trigger conditions (set/unset global flags), and can change global flags when they start and end. Very basic, but I can achieve what I need with them.
They can also have idle animations that play before and after the actual cutscene, which might be useful occasionally. In the gif, the "IDLE" and "END" bits are these idle animations, while "!!!" is the cutscene proper.
This is how one does level design, right?
Now that I'm dealing more with engine/physics quirks than actually making stuff, the fun of #GodotEngine is really starting to wear off D: The hell's going on with those health bars? There's also awful movement jitter but it seems to have subsided for now...?
(Placeholder death animation for the player because I never drew one xP)
This sure is a runner game! They all run right off the map.
I changed my scenes so that there's a base Actor scene that every other character inherits from, and in doing so deleted my Player anims, whoops. Shouldn't happen again.
My Godot adventure continues! Switched to using a KinematicBody, added a constant rightward velocity.
I need to figure out how to clamp the character's position to the bounds of the level. Judging by people's questions online regarding setting camera limits based on a tilemap, Godot doesn't seem to have a concept of level bounds, so I guess I should enclose the level with invisible walls.
Bahahah. I guess I should use a rectangle collision shape instead of a capsule. I forgot that Godot uses A Proper Physics Engine™ when I picked that one. I'm used to everything being an axis-aligned rectangle for the purposes of environment collision because that's as far as my own programming skills go.
My progress with my #GodotEngine runner game side project so far :'D
Who needs gravity and updating the player's position anyway?
This art is 4+ years old, so if it feels like a step back from my other game, that's why.
I'm disappointed that Steam doesn't count my time spent in Godot correctly, I'd love to know how long it'll take me to get to something playable in it.
I make the webcomic Black Dram! When I'm not doing that, I'm probably making pixelarty games.
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