I added some better investigation behaviour on top of his combat behaviour (which is also snappier now thanks to fixing some problems with my custom EQS bits). All implemented with Utility AI via SUSS https://youtu.be/9Nr6s760E7Q
I added a collision with some objects to the anomaly to create an arc and affect them. I got a bunch of ideas for anomaly behavior, interaction with the hero, level design. Maybe it's similar to S.T.A.L.K.E.R., but I confess, I've never played this game
The main idea of this is that when lightning strikes a magnetic anomaly (some areas on the surface of the planet), lightning partially breaks into several parts, from which ball lightning is created
Is anyone aware of any data abut what kind of @godotengine resources people are looking for? Like some questionnaire about what level of expertise and what kinds of workflows people would like to see more tutorials on, and in what format (video, blog post, podcast, smoke signals, etc)?
🦉 added an action bar, placed items can be used via number keys
🦊 added item type 'spell' (no individual cooldowns yet)
🦐 made spell items out of the dash and past projectile attacks
Got my OpenGLide test app running on target hardware!
Turns out I was able to revert several texture-related things because the VC4 driver supports way more GL extensions than I thought it did... 😅
Thirty years ago, a friend and I concocted a TTRPG with its own system (custom stats and mechanics etc) and setting, and it might be fun to try and make a CRPG out of it.
Assuming zero specific knowledge and non-existing art skils on my side, is there a free (or close to free) engine that could allow me to get something up and running to see if makes sense?
I spent a bunch of time trying out different wrong ways to place tiles isometrically before giving up and finding somewhere that told me how to do it. I don't actually understand what it's doing because it didn't explain it, but it works...
Performance is still awful.
The good news is that the Visual Studio diagnostic tools work with WASM, but the bad news is that it just says all the code's happening in internal methods so it's useless...
Not many people know about bleh debugging.
It's a technique I use when I want to check whether a certain piece of code is being compiled at all, such as if it's been ifdef'd out.
It works by inserting the following keyword in the piece of code you're looking at:
bleh
This is a special word that triggers an error in compilers of all programming languages, resulting in a message like "error: 'bleh' undeclared" if the code gets compiled. If not, the code is compiled out.
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! 😑