@Tearcell@mastodon.gamedev.place
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Tearcell

@Tearcell@mastodon.gamedev.place

Who says you can't mix full-time jobs, families and game development? :cold_sweat:

We are a small diverse group of friends, following our dreams, and trying to build something to completion for a change! Can we do it? Lets find out!

Wishlist our first game Somnipathy Today!
https://store.steampowered.com/app/2069260?utm_source=fediverse

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Tearcell, to godot
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Performance progress on the full map of this project is really coming along...

An absurd amount of physics objects DOES lead to absurd results, both in framerate and gameplay though.

A performance test with many objects ends in disaster when a rogue block knocks my tank off the map!

Tearcell,
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@gertkeno we actually are ya. The tank is actually using some springs and coils, and I'm wondering if we have those codes wrong and that's causing the enormous kick back. Our test tank that doesn't use that system, doesn't suffer from the same bug, but we really like the effect on the tread...

foxysen, to random
@foxysen@pawb.fun avatar

I think that Enlightenment feeling is discovery of new paths rather than overcoming difficult obstacles which is Satisfaction

Tearcell,
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@foxysen hm what would you call 'mastery' of a path then? I assumed that was enlightenment.

Tearcell, to godot
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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.

#indiegamedev #gamedevlife

After a whole lot of math and tutorials, the turret tower properly lobs its projectiles over the wall at a fixed height.

Tearcell, to math
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Im currently working on trajectory systems and forgot what tan() does and I kinda am embarrassed about that. Also I'm awful at trigonometry apparently. Haven't thought about it in a couple decades!

Tearcell,
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@sinbad wow I forgot about that up until I read your reply... Okay that's taking me back lol

Tearcell,
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Gra, the only way I'm getting the 'basic' formula to render right is if I negate the whole Y axis, which seems to go against the formula.

(y= v0 * t * sin(angle) - .5 * gravity * t * t)

image/png

Tearcell,
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oh and the actual calc code

Tearcell,
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Wait... in Godot Y is the 'opposite' of what you'd expect... that WOULD make sense then wouldn't it.

#YouAreMyDevDuck

Tearcell,
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@foxysen I definitely was focusing a bit too much on what I was doing wrong in the formula, rather than thinking about the system I was doing it in!

Tearcell,
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aaaaaaaand I gotta undo that negative 'fix' when I swap this to 3d....

But it is working!

video/mp4

media_dept, to godot
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This threatened my sanity. Happy with a menu scene and its UI in , I copied the controls and buttons to a new menu scene. Changed the script in each button & it seems I had to edit each signal too. Then on testing I get buttons linking to the wrong path. I find they've changed their path themselves. Impossible? I re-edit wrong buttons, get them working but other buttons stop working. I edit those, test, some work but others now need re-re-editing. Seems signal related?

Tearcell,
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@media_dept I find copying or duplicating in Godot can be hit or miss. Some things are referenced across files in ways you wouldn't expect unless you open up the tscn file and check manually. Animations are a big offender I don't think people realize, though most people I think know about resource sharing and having to make them unique.

Signals can get annoying just in general, which is why I usually connect them via code only, so I know exactly where they are going.

Tearcell, to godot
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Blargh! All day trying to figure out why an Area3D wouldn't register a hit on my GridMap in and it turns out it was the Jolt Physics engine!

Gotta set a specific option in the project settings if you want that interaction!

Annoying but that's I suppose.

ErrorAtLine512, to gamedev
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Once again I got an hour to do a bit of #GameDev 😃
But all I finished was convert level 3 to 5 from the old #Tiled format to Godot.
I really don't need anything as powerful as Tiled. The build-in tile editor in #Godot is more than enough for my needs. Even tho you can't rotate "scene tiles". yet! 😑

Tearcell,
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@ErrorAtLine512 craziness to me! We didn't need the power of tiles, but we found it so much easier to use then the Godot editor, at least in Godot 3.

Tearcell,
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@ErrorAtLine512 it wouldn't be fun if there weren't too many options!

Tearcell, to godot
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The first ranged enemy is coming along nicely in this project! and are powerful, but definitely take some learning to get good at.

I think I'm happy with the turning and firing of this monster, and the movement logic seems okay now.

The idle is a bit of a problem. I need seeing the player to break that, and right now it always waits 3 seconds.

[Limbo AI behavior tree controls the 2 stingered hornet that shoots energy balls. The tank drives around it, dodging some shots before killing the creature.

Tearcell, to gamedev
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Was getting fed up with path finding performance in ... Just 5 mobs were tanking performance! 75 fps to 7 or less.

Then I realized my nav mesh was very not well optimized...

Then I realized I had Limbo AI querying the navigation server something like 200 times a frame for each unit...

Then I realized... I have a lot to learn yet about 3D!

Definitely gotta do some write ups on my experiences once I get back to 60 fps. I'm pretty steady at 30 again, with 30 agents active.

Tearcell,
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Definitely annoying that there aren't a lot of resources for mid ranged maps. At least I think 400m x 400m is mid range. My flat 100x100 had no issues, but things got complex quick when we made a realer map.

Here were the bakes btw.

A much simpler mesh bake. Same map but it's not cutting around objects the mobs can push through.

Tearcell, to godot
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Progress! We've got a real plan where the project is going, and are having a fun time learning 3D! Here is our new test map, and a faster tank to drive through it.

We still need to gut and rework the weapon system, but things are getting fun!

The little tank drives around our GridMap and plays with our physics engine. The video ends with the tank being crushed through the world!

Tearcell,
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On display is the Tank (a rigid body), 'dynamic objects' (things that change when you shoot them a certain amount of times), and our destructable building blocks (the brown blocks that are rigid bodies but also explode).

Performance isn't bad but enemies on the map are currently tanking frame rates on the bigger map, so we're working on that part.

Tearcell,
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@atropos148 I think having multiple chassis with different feels would be a good option to keep. We already have something of a customizing screen, so letting people choose between a few bases seems smart .

robbodev, to godot
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I really want to like, and switch to but my lordy, it's a struggle..!

Tearcell,
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@robbodev for me Godot clicked in a week while with Unity I was never able to get it, despite years of on and off trying. Maybe Godot just isn't working with the way you think about problems? Nothing wrong with that.

Tearcell, to godot
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#godotengine discovery of the day. If you're trying to emit a particle effect and it happens inconsistently, it's due to this:
https://github.com/godotengine/godot/issues/58778

and the work around is this:
https://github.com/godotengine/godot/issues/58778#issuecomment-1464281606

I'm glad the work around is easy as the particle effects are starting to pick up alot! The purple nest not spewing spores everytime was really bugging me.

#indiedev #workarounds

A nest produces bugs and spores, and does so consistently now!

Tearcell,
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Was literally as simple as 'call function' rather then keying emiting = true.

CarstenPfeffer, to gamedev German
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Tearcell,
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@CarstenPfeffer I mean... It's definitely broken! Mission accomplished!

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