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Joshulties

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A member registered Jul 21, 2019 · View creator page →

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I found this quite clever, and fun to follow the instructions! It definitely uplifted my mood to do some of the tasks like take a walk around the room, or get a refill of water (especially since I'm the kind of person to just remain rooted once I sit down at my desk, lol.)

Only criticism I have is regarding the choice of music. I felt like the techno music didn't really match the tone of doing something calming.

I really enjoyed playing your game! The titlescreeen music was relaxing, and the gameplay was quite satisfying to try and avoid the bees.

Some feedback I'd like to offer is to maybe add some ambience or music per seasonal area, and to make some of the objects you shouldn't pick up more clear that they should be avoided. (Though that's not that big of an issue. It only happened once as I ran into the can of tuna wondering if I should pick it up.)

The core puzzle mechanic is really captivating! I had a lot of fun playing.

Hello, sorry for the late reply. The "procedural animation" system is actually just multiple sprites on top of the other. The legs, torso, arms, and head are separate pieces. I do have a video that goes into detail on how to implement this. It's in Godot 3 though, but a lot of the code is easily translatable into Godot 4.

Thank you!

Thanks for playing! And if I do decide to expand this game, I'll consider adding to the arsenal!

Hello and thank you, Scel! So Oneirality is developed in Godot 3, but the bouncing bullet shells can work in Godot 4. 

Essentially, each bullet casing is a KinematicBody2D (CharacterBody2D for G4) so that it makes use of that node's physics collisions. The casings run a function in the _physics_process that will move the casing downward if its global_position.y value is not less than bound, otherwise it will multiply its velocity by -0.75 so that it bounces up and multiplies velocity.x by 0.5 so it slows down horizontally. It also runs a check to see if its velocity is below a certain threshold to tell it to set_physics_process to false. There are other functions used, but for the main bouncing, this is it. I'll paste some of the code below:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
export (float) var bound = 0.0
export (int) var bound_rand = 4
export (int) var motion_rand = 150
export (float) var bound_stop = 0.75

var motion: Vector2 = Vector2(0, -200)  # When instanced, the casing will move upward already. For G4, you can put this in the _ready function.

func _instantiate():
    if not bound_rand == 0:
        bound += (randi() % bound_rand + (bound_rand / 2))
    motion.x += (randi() % motion_rand - (motion_rand / 2))
    motion.y += (randi() % (motion_rand / 2))

func apply_bound(_delta):
    # Should Fall
    if global_position.y < bound:
        motion = motion.move_toward(Vector2(motion.x, motion.y + 10.0), 10.0)
    # Should bounce
    else:
        motion.y = -0.75 * motion.y
        global_position.y -= 0.1
        motion.x = 0.5 * motion.x
        emit_signal("bound_contact")
    
    # Stop physics to prevent performance issues
    if motion.length() < bound_stop:
        set_physics_process(false)
        _bounce_stop()  # This just rounds the casings global_position to be pixel perfect
        emit_signal("bounce_stop")
    
    motion = move_and_slide(motion)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hope this helps!

Hello DOSMan Games. I don't have a business email for any inquiries at the moment, and my current focus is development along with other personal responsibilities. Any business-related aspects I plan to focus on later.

Thank you for your interest!

Glad to see you enjoy it!

I'll be sure to implement a UI element that shows if the lamp is on or not.

Hey, I'm so sorry to hear that. The second level is where the player is first able to receive the revolver; it is on the table. From that level onwards, other weapons can be found.


Thank you for your feedback. I'll be sure to make it so enemies drop their guns instead of ammo in the future.

I was there lmao

Thank you! About the wall textures, there was, but with the way the tilemap and player vision cone was set up, it was creating shadows over the buildings where the player's vision collided with a wall. It was one of those things that I was unable to find a solution for in time.

Thanks for playing it! I've now uploaded a v1.0.1 that places the player at the entrance of the shop after death.