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A member registered Oct 03, 2016 · View creator page →

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Awesome! If you find any issues or have any suggestions, please do not hesitate to let me know!

For the bones twisting, the latest update might fix this as well, as now it uses the bone's initial/resting forward position, rather than a hard-coded Vector3.UP. That said, I'm not totally sure that will fix it. I'll try to see if I can get a test rig hooked up and will test it. If it doesn't fix the issue, I certainly don't mind adding a "use_target_up" option if it would help.

Thanks again!

Thanks xoana! Yes, this is expected, I just forgot to bump the version in the addon file 😅

I just released version 2.6.0, which should fix the issue, as well as fix a few other issues.

I also applied the fix to the other IK solvers, as they were likely to experience the same issue and the fix also made things a little simpler, so a win-win all around. Thanks again for reporting and if you have any other issues (or version 2.6.0 didn't fix it for you), please do not hesitate to let me know!

Hey iwilliams!

Thanks for letting me know about this and providing a code snippet that fixes the issue! I really appreciate it! I will take a look at the issue this weekend and see if I can figure out what is causing the issue and release a fix.

Thanks ObsidianBlk!

The hand drawn effect is just careful use of the scribble assets from Kenney! No shaders or special effects were used 🙂

A checkpoint system is a good idea, and definitely something to look into adding after the jam.

Thanks again for playing!

Thanks Phil Madden!

Thanks Edevjogos!

Awesome job! I really liked how smooth the difficulty curve was, how polished the entire thing felt, and how much variety there was in the levels and mechanics. I did find level 9 a touch hard to get to the goal, but that was almost certainly just I didn't get it and had to use luck. The whole thing was really fun and enjoyable to play!

Great work! I think it was a really unique take on the theme! I found the controls a little difficult, especially at first as I thought it would face my cursor rather than rotate relative to the movement, but once I figured out what was going it wasn't an issue. While I didn't make it to be a member of the druid circle, I enjoyed playing it. Great work!

Awesome work! I really liked how the game was designed and how it presented a darker, more mysterious atmosphere. I totally wouldn't have thought to try and use the assets like that and I think it's super impressive how well you pulled it off. I also got stuck, in level 4 at the beginning by doing a partial rotation (rotated the straight piece to make a ramp going bottom left to upper right, but then couldn't get back up to rotation thingy), but that was the only minor snag I ran into. It was fun to play!

Great work! I think the visuals were really good and the mechanic was interesting, if not quite what I was expecting. I have a pretty sensitive mouse wheel, so the levels were a little easy, but I think using the mouse wheel only as an input method is a unique idea and one that could definitely be expanded. It was a nice experience playing through it!

Great work! I really liked how you decided to incorporate the theme by having rotation around a point using a magnet-like mechanic. I wasn't sure how to get more time though, so I wasn't able to get too many balls before the game froze from running out of time (not sure if it's a bug). Because of that, I wasn't able to get too far into the levels of the game.I can totally see this being an interesting puzzle game if there was added obstacles, like bumpers that bounce the red ball if touched, or perhaps spinning objects that the player has to work around to get the ball to the goal. Great work!

Really impressive work! I had a ton of fun playing and really thought everything in the game meshed really well together. I did get a little motion sick with the rotating on multiple axes levels when the there was a bunch of little targets, especially after I had been playing for awhile, but given the warning in the game it didn't catch me by surprise and certainly didn't take away from the experience. Awesome work!

Great job! I really like the game play and I was quite impressed with how clean the UI and game looks. Showing a preview of the level and then using the start space for the UI made going from the menu to the game really nice. I do agree with Rushkiller that the first level is a touch difficult, especially as you are getting used to the game, but it was good for building up skills that were useful in later levels. I would suggest maybe remove a couple of the holes in level 1, just to make the difficulty curve a little easier. I can totally see the potential for this game on something like mobile devices where you rotate the device to rotate the scene. Great work!

Awesome job! I really liked the puzzles and the clever level design! A couple of the levels took me awhile to figure out but it didn't feel frustrating and throughout the entire thing I was really impressed with how well the levels were laid out. Great work!

Great work! I think rotating the gravity upside down and back was a great. I liked the level design in the first few levels especially, where you could get to the end in multiple ways and how it highlighted being able to change gravity direction in the air. A couple things I might suggest changing is the noise for jumping, it's a little harsh sounding in my opinion, and some of the levels start with an enemy right at the start, which can be difficult to avoid. That said, I think the game was really fun and I enjoyed playing through it. Great work!

Awesome work! It was really fun to play and a great use of the theme. At first I was a little confused on the what the coins do, but then I realized that it multiplies the score gotten for getting the correct color, which I think is a really nice mechanic that adds some more strategy to the game. Great work!

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Congratulations on finishing your first game jam! :)

Right now the jam is in the voting period, after which the results should be available afterwards. I don’t remember right off, but I think there is a results tab that will appear on the jam header next to submissions once the voting period ends. After the voting period you should also be able to see your entires results on its submission page as well.

As for prizes, there are no additional prizes for winners beyond the creation of the game itself (source).

Thanks hgldev!

Thanks Pazume!

Thanks Rosie-Da-Red! I’m glad you and your brother enjoyed the game 🙂

Thanks LinkedLemon!

I was going to have the player stuck on platforms but ran out of time to implement it on the jam period. Definitely something to add after the rating period ends.

Thanks hamcola!

I looked into the issue, and I think it has something either to do with Godot C# loosing data when building OR because the data is not marshalable (serializable) it gets lost on rebuilds. There was a few issues about it on GitHub, but nothing definitive. I will do more looking into it soon to see if I can find a viable solution, but short term you may want to close and then reopen the scene file after building, as it looks like it may be a Godot bug.

Thanks for letting me know, I will look into it!

Awesome, thanks so much for the information! I was able to reproduce the issue on my end and I think I have a solution. The issue seems to be with the joint count property, or rather the lack thereof. Currently the code shows the joint count by using code like "array.length()" and setting the array length, but not actually setting a dedicated variable. Changing this to a dedicated variable that is used only for the joint length seems to fix the issue, even when rebuilding the project.

I will push a new version next weekend (June 19th or June 20th) with the fixes, as well as some new additions :D

Quick followup question: which version of Godot are you using? I did some really quick tests in Godot 3.3.2 stable and could not reproduce the issue, but they were quick tests, so I was not necessarily expecting to instantly be able to reproduce the issue. I have a more complex project for testing that I will check with soon, but I realized I forgot to ask which version of Godot you are using.

Hi vinnicci 

Thank you for bringing this to my attention! I will add this to the TODO list, look into the issue once I can, and will see if I can figure out what is going on.

If you happen to know, does this happen with all IK modifiers or just specific ones?

Hey eastriverlee!

I'm so sorry I did not reply until now! Itch.IO didn't send me any sort of notification, and I haven't checked the Twisted IK 2 forums in several days.

It may be something unrelated to Godot with the bones and mesh getting out of sync, but I am not positive. Especially with 3D Joints, Godot's implementation can sometimes have issues with the joints floating or getting separated, so if you are using 3D physics joints that may be contributing to the issue.

I'm super glad you were able to find a solution! As for the solution you found, its very similar to the one I implemented in the upcoming version 2.4.0, which will be released on May 8th. Your code handles angular velocity slightly differently than mine, so I am curious to see if it will do better, as my implementation still has a bit of sync issues that I couldn't quite get rid of. I currently do not have any hints/ideas on improvements, but I if any come to mind, I'll be sure to let you know!

Thanks for the reply and again, huge apologizes for the delay in replying!

Hi Skaiware!

Currently, there isn't any binary demo release showing Twisted IK 2 features. Ideally the showcase project will be used for this purpose once its released.

However, the free version of Twisted IK 2 has all the same features as the paid version (you just cannot use it commercially), so if you are interested in the plugin, please give it a try! There is also a development example project (also free) that shows how each IK solver can be used.

Thanks for the question! :)

Hi eastriverlee!

Thank you for checking out the plugin! I’m glad it is proving helpful :)

To answer your questions:

1) Currently there isn’t a way to sync the bones, but I do want to look into this, as that would make everything MUCH easier. What I ideally want to do is make it where you can tell the physics bone what rotation you desire it to have, and then it will rotate to face that direction. If that was implemented, then mixing and matching physics bones with normal bones would me MUCH easier. So to answer the question: currently there isn’t really a way to sync them build-in to the plugin, but I do want to look at making this possible in the future!

2) Sorry, but I’m not sure I understand the question here. Can you elaborate on what you mean?

2 continued) The thing with physics in Godot is that you have to do it in either _intergrate_forces or adjust the velocity and torque so it will rotate itself. I did think about using the _integrate_forces method, but then (if I remember correctly) I found I would have to implement things like gravity, collision response, and joints, so I decided to try and adjust the velocity and torque instead. This is why the motor isn’t perfect or as usable as I’d like. I have a few ideas on how to work around this, but I haven’t tried implementing them just yet but I hope to do so in the near future.

Hopefully this answers your questions! I would like to work more on the physics bones in the next update after the showcase project, so hopefully it will be more usable soon!

Also: thanks for sharing a video of your project! It looks cool :D

Great, I’m glad FABRIK is working!

With TwoBoneIK, what do you mean by “not rotate correctly”? Is the rotation facing the wrong angle, the pole node is not working, or something else? Also, does the issue occur in the example development project? While I didn’t notice any in my testing, it may be there is a bug.

For LookAt in 3D, right now I do not have any plans to add angle constraints, primarily because its really difficult to get constraints working in 3D. I do plan to eventually look at tackling 3D constraints, likely starting with the LookAt node, but right now its on the back burner. You can, however, use a CCDIK modifier in addition to the LookAt to constrain the rotation, I think.

2D LookAt has angle constraints, but its because rotation constraints are much easier in 2D since it doesn’t have that pesky third dimension and 3 axes of rotation 😆

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Thanks for your support!

Before updating, I would highly suggest making a backup of your project, just in case something goes wrong.

Then download the zip file and unzip it. Next, delete the Twisted IK 2 folder in your Godot project in the plugins folder. Then take the Twisted IK 2 folder from the zip and place it into the plugins folder in your Godot project. Then you will just need to close the Godot editor (if it’s open) and reopen your project and then it should be updated! You can check if it’s updated or not by seeing it “Twisted_PhysicsBone2D” shows up in the new node menu.

Let me know if what I wrote does not make sense or if you have any issues and I’ll do my best to help!

Also, on a slight aside: I updated the utility script that sets the magnet position for FABRIK, as how magnet positions are set changed slightly to fix the bug where it would give different results when rotated. The example development project contains the new script in the utility scripts folder.

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Will be fixed as part of 2.2.0!

Closing topic as this bug is fixed in the next version.

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When a Twisted_Skeleton3D, Skeleton3D, and Twisted_ModifierTwoBoneIK3D (target and pole) nodes are all rotated, the solver gives different results as the rotation occurs. This is not desired, as when everything that affects the TwoBoneIK solve is rotated, it shouldn't change the result as all the data points (joints, target, etc) are all in the same position.

This is a known issue and I am looking into finding a fix. Ideally this issue will be fixed in version 2.2.0, but it may be bumped to version 2.3.0 depending on how much time I can dedicate to fixing it.

This issue is similar to the FABRIK one mentioned here:

I found out what the issue is and this problem will be fixed in the next version of Twisted IK 2, version 2.2.0! I am planning to release version 2.2.0 this upcoming weekend, so March 20th to 21st.

The issue was with how FABRIK solved with relative positions and how magnet positions are applied. Thanks for reporting the bug!

I sent an email with a link to the project with TwoBoneIK working. :)

For anyone looking at this post in the future: The issue was just that the second bone, the lower leg, didn't have its length properly set. I just added another bone as the child of the lower leg and set the bone ID to the foot, then it worked as expected.