In episode 6, Stumpy explores the dungeons of ZZT (another inspiration for RPG in a Box) and gets a bit of help from Tim Sweeney, the creator of ZZT himself! 😁
The Low Poly #GameDev Bundle is a large collection of low-poly 3D assets from Eldamar Studios and Animpic Studio. Usable in #UnrealEngine, #Unity3d, #GodotEngine and more.
Low Poly Game Dev Humble Bundle – GameFromScratch.com
@GameFromScratch You might know enough to clear it up. But do the ones with the Unity/UE logos mean they're only redeemed at their respective asset stores? I interpret it that way.
I find this most relevant with UI. For example a label that displays the name of the current level. I don't WANT to create and organize a separate .gd file for this. I want the script to just be owned by the node as part of the tscn file.
Cluttering the file system with one-off files that won't be reused doesn't feel the cleanest to me.
Note: What I'm looking for is something like inline resources. Isn't it nice that you can create e.g., a LabelSettings inline, and aren't required to create a new .tres file for this resource?
Imagine if scripts worked the same way, and you would only need to save the external .gd file when you were ready to extract the code into something reusable.
You wouldn't even need to name these inline scripts. They're just... a property of the node.
@SirLich you can check the "Built-in Script" checkbox. It will store the code of the script in the .tscn file itself. The internal editor handles them "magically", external editors struggle with them tho because they are just text in a scene and not an actual script file.
Brok the investigator: directional audio cues you walk towards (center sound in stereo field and go forward), + a system where you can navigate through "hotspots" (mostly interactibles) on the screen to autowalk/teleport to.
Hades: A mod adds ability to teleport to interactibles in the current room.
WoW Classic: a mod adds a system of routes made out of audio beacons that, when followed accurately, can guide a player from one location to the next.
The Last of Us: A system that turns the player in the right direction (right being either the next quest objective or an item nearby) when a button is pressed. Idea is to do this regularly to keep on track. Also an audible ping that "bounces off" items (doors, enemies) in order to "aim" the nav assist.
Stardew: mod adds ability to retrieve your own x/y coords and get a list of important locations/people and their coords. either walk there yourself or have it autowalk
And after a long day of math and shit posting, behold! Trajectory in my #godotengine project!
The fact they become mines cuz they don't actually collide with the ground is now a #feature, that I TOTALLY planned, and wanted to happen from the start.
Does anybody has already organized a pipeline to collaborate on a Blender -> Godot project ? I would be interested by feedback/ideas
I am working on one to ease transmission of game assets. Important features will be the possibility to have git repository for both parts, Blender files and Godot project, so I have to manage filepaths not completely in Blender file but partially in a sidecarfile as contributors will each have their relative path. #b3d#blender#blender3d#godotengine#godot