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andyman404

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A member registered May 24, 2015 · View creator page →

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Wow! That was so funny at the end - you found an exit to the track! :) Thank you for playing!

Yup, there is a lot of game jam jank happening. Basically when one of the clowns on the bottom of the stack get thrown off from landing too hard or hitting something, the ones that are clinging onto that clown will get thrown off too. Thanks for playing!

Awesome video! Thanks for playing!

My record: 2:31 for the 2-lap race.


Thank you for the video!

I think it will be a semi-endless runner, where there will be a short rest break after a distance before continuing again, kind of like interval training. You'll be able to spend the coins at the breaks to level up to deal with tougher challenges.

Thanks for playing!

Thank you for playing!

Thank you!

Thank you!

Thanks!

Thanks!

Hehehe. Such a funny premise. I love it!

Very cute artwork and little jobs for the duck

I'm glad you enjoyed it!

Thanks!!

Thanks! Sorry, I don't have a Pico. They still don't even sell it here in the USA. With Godot XR, do things usually "just work" if you change the export checkbox to Pico instead of Meta?

Thank you! For that flat cartoony style, here how I like to do it:

Gentler lighting/shadows: For lights, reduce the shadow opacity or remove the shadows entirely. Increase the ambient/background lighting so that you don't have dark areas. Too much contrast/shadow creates a harsh look. You can even remove lights entirely and use ambient/background lighting if you can get away with it.

Unlit/Unshaded stuff: Wherever you can get away with it, use an unshaded shader. This helps make things simpler and quicker to create when 3D modeling so you don't have to worry about topology and how it interacts with lighting, and can just focus on the silhouettes and shapes instead. Use vertex colors, or smart UV mapping onto a color palette texture for coloring rather than drawing colors onto a texture map, to have crisp sharp color regions even up close. Use shader parameters to apply a tint to the overall mesh if needed.

Draw/model by hand: Use OpenBrush in VR and draw stuff rather than model it in a 3D modeler to get more of a cartoony/drawn feel where everything isn't perfect. Then export it and clean it up in your 3D modeler tool. The sheep were drawn in OpenBrush and then cleaned up / revamped in Blender and broken up into their parts (head, body, separate legs), and then animated through code in Godot for random procedural animations that look ok and never repeat - which is important when you are looking at dozens of the character at the same time.

Thanks! Yeah I realized after the jam that I forgot to add it, and forgot to make the music looping either. It was on my list for so long and would have been such a quick thing to add. I uploaded with only like 2 minutes to spare - ah the fun of game jams! If I make a post-jam version, I'll be sure to add this.

Good idea on using the fan to carry the sheep. I had something like that in the beginning but took it out so I wouldn't be tempted to smack the sheep with the fan. But it is a relaxation game, so if it helps one to relax, then I'd better add that back in.

I drew the sheep in VR using OpenBrush and then edited them in Blender. The OpenBrush concepting helps to give things a quirky organic feel.

Fearing performance issues from having too many sheep, rather than using skeletal/skinned animation, I just separated them into their separate parts (head, legs, body) as plain old meshes and then just coded the walking and idle animations.

Thank you! Yes, I'm the "Your Hand is a Duck" guy. I'm glad I could translate my style across engines. Coming from Unity, this was my second game made in Godot, and I think I'm finally getting the hang of it.

I couldn't download it either. It just kept showing "Generating new download key". Could you please upload it to itch?

Really nice work on the game. I liked the mechanic of having the hot/cold wind for the balloons. Lovely visuals and feel too!

Very cool - a fun exploration of particles!

I like the little pew pew lasers and colors. Congrats on making this for the jam!

Funny game and title! I figured out at least 3 ways to die, but didn't figure out how to survive yet. Congrats on making this for the jam!

Extremely cool game. I love the cloth and how the steam interacted with it! Very novel and creative idea. Thanks for sharing the git repo!

Very cool concept and cover art :) I think this is how ironman must feel, propelling by thrusting from hand jets.

I'm extremely impressed by the work you did on this game in such a short amount of time. From the aurora effect outside, to the chiseling/voxel mechanic and implementation, to the cool shader on the vapor balls. Well done! So cool!

The game worked well - definitely gave me the Thor flying around with a hammer feeling! Good job on making this for the jam!

I really liked the UI/HUD and in-game controls. Flying through the thick fog is very challenging - good application of the theme. Nice work on this game for the jam!

Cool little flying game! It worked great on Windows with an old Oculus Rift. Congrats on making this for the jam.

Fun little game! Congrats for making this for the jam! I only got to play the post-jam version, but it worked fine in Windows - just needed to download the .exe and .pck into the same folder.

Cool vaporwave background! I can see the potential here - making all sorts of fun and custom browsers out of this. Thank you for putting it out on the git repo! Just a side note - Norton Antivirus is giving some nasty false positives and keeps quarantining this.

I liked the bubble shader! I know I should have listened and not looked behind me. That got scary.

Only had 2 hours of sleep last night, but I uploaded something playable in the final 3 minutes! Still could have used another hour of polish, but oh well.

Some new things I learned in Godot:

  • MultiMeshInstance3D - used these to make the clouds and the cloud grass. Without it, there is a big framerate hit to the Quest 2.
  • How to write Godot shaders (the code version, not the visual graph)
  • Trail particles (for the wind streaks). They don't work well on the Quest since they don't bend, but are nice on the desktop version.
  • Fog particle system
  • There is a big difference in the lighting between the Quest and desktop OpenXR for some reason. I don't know why. But I figured out how to check which operating system (OS.get_name()) it is using at runtime to pick which lighting environment/light to use.
  • AnimatableBody3D doesn't work when its parent node moves. I had to add a script that copies the transform.


Here's how it turned out:
https://andyman404.itch.io/cloud-shepherd

So far, I've made some proc-gen dream clouds after finally learning MultiMeshInstance3D. And then some fluffy dream cloud sheep, which you'll herd to their food source (dreams glitter flakes?).  As they eat, they'll grow puffy cloud wool, which you'll harvest, to make more clouds to reach more food, or to make more fences to keep them from falling.

The main herding mechanic (not implemented yet) will be to wave around a hand fan to blow the sheep around.

Is there a Discord channel somewhere for the jammers? Or are we mainly using this forum?

Here's the link:

Sorry, no. I don't have a Pico 4, they don't sell the Pico 4 here in the USA, and I don't have the budget for a Pico 4. I'm going to get a Quest 3 instead - better return on investment for a starving indie dev. But if someone has an extra Pico 4 they could donate/lend me, then I could look into releasing it on Pico 4.