itch.iohttp://itch.iohttps://itch.io/t/905928/modular-sprites-and-animationsModular sprites and animationshttps://itch.io/t/905928/modular-sprites-and-animationsFri, 31 Jul 2020 21:45:01 GMTFri, 31 Jul 2020 21:45:01 GMTFri, 31 Jul 2020 21:45:01 GMToften in rpg games we can equip different equipment's and weapons, how to handle  the character animation wrapping different sprites nodes for each part? (helmet, body, weapon)...

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https://itch.io/t/897090/vfx-effectsVFX Effectshttps://itch.io/t/897090/vfx-effectsSat, 25 Jul 2020 18:30:36 GMTSat, 25 Jul 2020 18:30:36 GMTSat, 25 Jul 2020 18:30:36 GMTAdoraria aprender mais sobre VFX

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https://itch.io/t/865537/level-transition-helpLevel Transition Helphttps://itch.io/t/865537/level-transition-helpThu, 09 Jul 2020 14:01:09 GMTThu, 09 Jul 2020 14:01:09 GMTThu, 09 Jul 2020 14:01:09 GMTIn Godot, the standard get_tree().change_scene and get_tree().change_scene_to methods create a rather uninspiring scene transition. If possible, I'd like a plugin or at least a video explaining how to handle scene transitions in a better fashion, where I can do custom shaders or custom animations in such a way that my level transitions look good without being too hard on the device the game is on. The reason I need that is most of my games are on mobile, and lower-end Android devices are still quite bad with hardcore stuff (even alpha/transparency changing can cause serious issues on them).

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https://itch.io/t/850866/a-clean-usable-state-machine-implementationA clean, usable state machine implementationhttps://itch.io/t/850866/a-clean-usable-state-machine-implementationSat, 27 Jun 2020 13:19:34 GMTSat, 27 Jun 2020 13:19:34 GMTSat, 27 Jun 2020 13:19:34 GMTAs you may or may not know, I hate state machines. I think they're ugly code typically wrapped with too much abstraction, which leads to bad design. I'd like to have a clean implementation where I don't have to worry about states interfering with each other and that type of thing. If possible, I'd prefer to do this in custom resources rather than directly in the scene tree, but if it's not possible or not practical, then in the scene tree itself is absolutely fine. 

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