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pyxus

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A member registered Nov 07, 2016 · View creator page →

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I saw others had issues purchasing the asset but that was a few months ago so I thought it would be fine. However, I also ran into an error trying to purchase.

Edit: The purchase went through and I have access to the asset now.

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Is that you Kesno? I know I showed this to a few friends so I'm guessing its one of you but not sure who. Thanks for leaving a reply I guess? 😅

Nice! Feels like an easter egg game was added to the engine, something with similar feeling to google's dino runner

Honestly I find my self often using node based approaches for stuff like this that should hypothetically be better done with resources. I'd like to use resources more but custom resources aren't the nicest to work with in 3.X in my opinion. But good work! Didn't take that long to figure out either. By the way I'm not sure if you're familiar with them but there's a popular godot tutorial channel that also goes by GDQuest. At first I thought this would be related to them 😅.

Love it! Always good to have additional UI tools to play with when designing stuff.

For a while I've wished godot let you create your own local asset library to pull from. This is an interesting alternative.

Nice! Wasn't expecting to see anyone else submit a fighting related addon. Also cool to see we had the same idea for changing the hitbox color. I spent some time trying shaders and a few hacks to try to get it in before I realized you could just change the shape color. Honestly white should just be the default color.

Thank you for showing interest! And yes the lack of documentation definitely contributes to the apparent complexity 😅. I hope to make this as user friendly as possible and ideally most if not all of the setup will be done in the editor with minimal coding on the user's part. Also I'm glad someone recognizes the character! Its been fun trying to recreate her moveset with this framework for my test.

Yep it works now! Seems like a great tool for quickly testing code without needing to run the project.

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Thought I encountered an error until I realized the spawning scene needed to be autoloaded. You should look into using an EditorPlugin script to automatically load it with the add_autoload_singleton() method. Then anywhere it needs to be used do get_tree().root.get_node_or_null("AutoloadName") to check if it exists. You can also load custom nodes with add_custom_type() to make stuff appear in the node menu without using class_name. Sorry if you already know this and this is redundant info, just trying to help. Anyway... Other than that cool project! 😁

I encountered the same issue as Dark Peace but looks interesting based on the gifs.

Was on fence about this until I saw you could jump to tagged comments and create task associated with them. That's super convenient! And I already use # TODO comments in my code a lot too.

Missed this feature from GMS2. Its useful to have an in engine sprite editor for quick prototyping.

Fantastic! I love using resources to organize my data but godot currently doesn't make it easy for me. I've heard improvements are coming to 4.0 but until then this addon helps a lot.

Love it! It's a nice quality of life feature.

Nice! It's fun seeing how much the project has progressed over time. I used to use something like way back when I used GMS2 except that one was a standalone tool.  Any chance you might make a standalone version where we could just point to a directory and view the statistics? 

Amazing, I talk to my self when debugging now I can just talk to the slime 😁

This looks nice! The syntax for the dialogue scripts is easy to pick up too.

Yep! Although I'm designing it with fighting / action games in mind this framework mostly boils down to "tools that let you change hitboxes based on your current state and button presses."

Super simple platformer with some cute and appealing art. Would be nice if the pace was a little faster but overall very well done; especially for a jam game.

Some quality software you got here