I love it! The art direction is really on point here and the mechanic is good. You're really in to something here, Ben! I'd suggest balancing the initial stages to smooth out the game progression. But things are in a good direction here, for real.
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Yes! All recipes are made using Godot Engine 4.0.
I highly recommend you trying to apply the knowledge from GDQuest on newer versions of Godot. If I'm correct, they will update their courses to Godot Engine 4.0 anyway.
Tho, besides breaking changes, the changes are interchangeable. We can go through the process of applying the recipes from the book into 3.5 if you're willing to. We can do that gradually through Discord :D
I sent this email to all customers that bought the book, please check your spam box if you supported the book previously.
Otherwise, if you are still to get the book, please support it with the respective pledge to get access to the files you want.
The 2 free files about the Bump Enemy are free samples from the actual book.
I sent an email to all customers about this issue. You can check your inbox and reply to the email to get an access key to all previous and future files.
Everything is explained in the email, thanks for your patience! 😅
Hey there! Thanks a lot for your support 🐷💜
Buying one of the Godot Essentials Recipes ebooks gives you free access to the BUNDLE.
The Bundle, which will be a single ebook, will be a standalone product. So buying one ebook will give you access to it once I publish it.
Each ebook until then is a standalone product as well. This way, people can buy just the one that actually interests them for a lower price, as the bundle will be a bit expensive.
Nonetheless, you get a 25% permanent discount on all future releases of the Godot Essential Recipes until the Bundle comes out.
So, you sir(or miss) can access this very Platformer Essentials ebook with 25% permanent discount. Reach me out on Discord or Twitter so I can give you the coupon link 🎉
I've been waiting for something like that for quite some time, and I'm really happy it is out for testing.
Next thing in this direction would be a section on our creator's page and something like a /blog URL so people can directly access our top-level posts.
But as it is now, it's ALREADY an awesome step.
I aways referred to itch.io as a "YouTube for games" and this looks like another step in this direction!
ohh, this is a complete different product 😅
Besides I helped Nathan with those courses you've mentioned, they are mainly curated and designed by Nathan himself.
These ebooks are my first actual entrepreneur endeavor, so expect them to have some different directions and more of my own flavor on them.
Heheh, the upcoming ebook is 10 Essential Platformer Recipes, which includes player movement, and basic enemies(goomba like).
There's one planned for a further future about 10 Essential Enemies Recipes based on Scott Rogers' Level Up book. Just hold on!
Hey! Thanks a lot for the feedback. I'm really glad you liked it. Proud it helped you, that EventPlayer one is REALLY cool. Especially when you have most of your game systems set, then you just orchestrate them.
You will have access to THE bundle once it releases. It's a single bundle with ebooks from this series, including the ones above.
The bundle is planned to happen as soon as I have the eight cookbooks published.
Until then, each ebook is a standalone product that gives access to the bundle once it releases.
Nonetheless, new ebook releases are likely to have discounts for previous customers!
I was there in 2018! I made a homage game to Juan, Juan Saga.
Something really important that I learned is that is really not ideal to join two game jams where one ends within a weekend and the other within a month...you will end up with people judging a work that's only 48h of production while expecting a while month put in work on it.
Cara que massa! Vou divulgar teu canal aqui ❤
Deixa eu te perguntar, eu notei que você não redirecionava as estrelas e os cometas. No game tem uma mecanica que quando você clica e arrasta você muda a direção do voo deles.
Tu teria algum feedback pra dar pra eu poder deixar essa mecânica mais explicita pros jogadores?
Na versão 1.0.0 tinha um tutorialzinho de 5 segundos se o jogador nunca tivesse jogado. Não sei se volto com isso 🤔
In our discord server we’ve been debating other alternatives. What do you think about:
Having one bundle with all experiments each being its own Godot Project each on their exclusive folder and having each experiment available individually for download
Hey there, I think I’ve been doing these experiments files in a weird way…
As for now, each one is an individual file with its own Godot project.
What do you think about bundling them all together?
I have some options in mind:
- A single Godot project with folders for each experiment (might cause some issues regarding the project structure, especially if I want to re-use assets across experiments)
- A single .zip with a folder for each experiment, which would be each an individual Godot project (quite inconvenient, but maintains a better structure)
- Keep it as it is (inconvenient since if you want more than 1 file you need to download, save, extract and import each .zip)
Would you rather 1 or 2 or 3?
You know, when I was experimenting with tilting on slopes I couldn’t stop thinking that it is quite weird to have a character tilting on a slope, especially if they aren’t 1:1 proportion ratio.
I think it works kinda nicely for vehicles, or maybe characters that aren’t bipeds, right? Like an alligator…I guess?
I mean, no…it doesn’t make sense for organic stuff. Maybe for cars or whatnot.
So I was thinking about solutions for a biped character to animate on slopes, and I thought about using 1D Blend Spaces to blend between a walking animation and a “climbing” animation and using the blend space to interpolate within these animations depending on the angle of the slope.
So I’ve made a small experiment, I’ve created 2 animations, one where the character is “normal”, one when the character is fully “climbing”…I had to abstract it as just scaling the character on the y-axis, don’t judge me. Try to imagine a character on a better pose, like a person climbing a stair, I dunno, use your imagination.
Using the absolute aspect ratio of the slope’s normal, I was able to get the proper blend position and assign it to the
If you are curious, these are the lines that execute this logic:
func _tilt(): var blend_position = 0.0 if is_on_floor() and raycast.is_colliding(): var normal = raycast.get_collision_normal() blend_position = abs(normal.aspect()) anim_tree.set("parameters/blend_position", blend_position)
So, yeah I think that using the proper animations this can be a better approach to animate characters on slopes, as you can see the character blends according to the angle, so you can imagine a walking animation blending with a climbing animation where lower angle slopes don’t change the character pose that much, but with higher angle slopes the character changes completely to a climbing animation.
And note that since we can animate any property…we can export the character’s
move_speed to the inspector and animate it as well, decreasing it in the climbing animation, and since we would blend between those animations, the speed would interpolate accordingly.
The possibilities are infinite! Anyway, that’s just some thoughts I had when experimenting with tilting on slopes.
Had you tried with ColorRect and AnimationPlayer, fading out, then triggering the
get_tree().change_scene() method and then on the next scene fading in?
I’m going to make this quick experiment and report it asap!