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wiktorkazirod.bsky.social
Game Designer @ Orbital Knight Trophy Hunter @ https://psnprofiles.com/monkeyDwiktor Hobbyst @ Raspberry Seed Games
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You could try setting up AnimatedTexture instead of a static one for the shader, then within the Animation Player, manipulate the frame param of the shader. It should work very similarly to how you animate a Sprite2D using Animation Player. I'm not sure about Animation Trees though...
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Although I understand that this approach cuts off all of the other benefits of Sprite3D node 🙃 I guess that if what you need is basic animated sprite, you could adjust the shader to support that.
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You can achieve that using MeshInstance3D with a QuadMesh. Apply a Shader Material to the Quad Mesh, and write a simple shader which applies a texture to the Quad Mesh. I'm not sure if that will work with your project, but here's a simple demo I've set up - hope that helps 🤞 #godot
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Oh my mistake with the link, Chris Bradfield did an updated book for Godot 4, just Google for it. For some reason my Google only finds an ebook to buy on a polish store, but i have a physical copy of the book and its great!
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Also these 2 websites bsky.app/profile/wikt...
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You can't go wrong with www.amazon.com/Godot-Engine...
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It's not, but I can share the source files - DM me if you're interested.
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bsky.app/profile/wikt... ;)
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The next step will be to make it a list of dictionaries from which the level will pick a random layout, wish me luck 🤞
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I've just checked and the layout feature in godot doesn't actually do the same thing as it's counterpart in Unity. Unity saves the whole setup (position on the screen(s), resolution of the windows and opened docks as well as their ratios) - godot only saves docks and their ratios 😅
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Yeah... Can you play these dlc's or a big gaas update without a copy of the base game tho? 😎
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I think so, yes. Keep in mind that what makes the overall experience are not just controls. On mobile you have to look for compromises. Try to find a set of actions available for the player, types of level design and camera scripts that would deliver the game's premise in the simplest way possible.
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for what you want to achieve. But we would have to take a deeper look on what kind of experience you're trying to achieve so that it becomes clear what to keep/ change/ remove. I'd certainly look for a solution where swiping left/ right is always the same action but adjusts accordingly to situation.
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Sure, why not, ping me when you've got something playable, i'll try to report some valuable feedback 😀 As for you problem... I don't think I will be able to help more via posts here as we have a pretty high level conversation. Surely there is a solution for intuitive and fun controls...
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Oh I see, that's an interesting concept 🤔 In that case I'd recommend checking out Mario Kart Tour for a reference and study how they did the steering controls. It seems they focused mostly on perfecting the drift controls with a touch input and then reinforced the experience with adapted race tracks
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Maybe the issue you have isn't about controls at all but rather with how do you handle the drift mechanic?
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Can you describe how did you set up the controls for a keyboard/ gamepad? As i reach into my pocket with memories of racing games which have slightly different controls for standard drive and drift I can't think of any which wouldn't do the change "in the background" - same controls, diff behavior
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An opposite approach would be to use simultaneous movement with an auto aim - thus removing the need for strafe at all. Trigger Heroes from Lucky Kat Studios does something similar.
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But as I said before, it will be hard to come up with a viable solution to your problem with so little information 😅
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If so my first recommendation would be to try an auto lock on the closest (or the most important) enemy and set controls to strafe movement when there is a locked target and simultaneous movement controls when there is no target locked on.
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Could you share a bit more context on the issue? Maybe a screenshot of the gameplay? It's hard to help if we don't know what are you trying to achieve. My guess is that you have some sort of combat system similar to Ratchet and Clank and you want to reimplement strafe button into a touch screen?
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I might as well promote another of the great #godot learning sites here 😅 kidscancode.org/godot_recipe...
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Hi there 👋
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Even #TheWitcher is there! 😆
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Tbh i was afraid it will require messing around with the EditorPlugins - which seems a bit too complicated for my current godot skill level 😅 Tho, I guess it's as good opportunity to face this fear as any other, I'll try that, thanks!🤞
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Because filming a movie, recording a song or even beating the devil out of your brush doesn't consist in like 70% of programming 😜
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The idea behind it is to have a super simple and fast way of "drawing" a level layout (level consists of simple grid of boxes).
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Thank you! My apologies then, should have done a proper research 🤡
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I really hope it will be added in the upcoming releases 🤞
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I miss local coop so much these days 😮‍💨
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Since what we got here is a card game, you might want to check some board games for inspiration - one game that comes to my mind would be Ark Nova - which has an amazing iconography making it super quick and easy to make game mechanics "click!" for the player.
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In that specific case I can see that it's not so much about teaching how to play - rather to have a clear "cheat sheet" on the more complex game mechanics - in that case I'd consider figuring out a clean iconography to keep the amount of text as low as possible 💪