Today's #gamedev task: Design and start implementing a cutscene system for my game.
The engine has no scripting support and I don't plan to add it, so this should be interesting!
I'm going to stream some inking <3
This is how one does level design, right?
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#Mastodon nitpick I'm too lazy to report to the Proper Authorities™:
I like the "Show thread" link on thread replies, but to me, "Show thread" sounds like clicking it should *show* the thread right there. Instead, I think the text should be "View thread", which implies that it's a link to go somewhere else, which is what it does.
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)
Game progress is super slow today because characters are attacking corpses despite me explicitly moving corpses off the attack-detection layers :V
And also progress bars aren't working with my textures.
Another Godot Engine question
I have a texture of HUD elements, and it includes health bar pieces, which I'd like to use for a TextureProgress health bar.
If I use them as AtlasTextures and enable Nine Patch Stretch, they get sampled from the top left of the image rather than the Atlas rectangle, and possibly use the wrong size (hard to tell with the wrong art). Disabling Nine Patch Stretch displays them correctly, but then I can't resize the progress bar.
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.
I make the webcomic Black Dram! When I'm not doing that, I'm probably making pixelarty games.
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