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Wobbly Python

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A member registered Nov 11, 2018 · View creator page →

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It took me a bit to get back to the base station but I'm a good little Roomba and I cleaned the whole mess!

I streamed a little with PNGtuber Plus and my little beta model and it creates some really fantastic motion.

I want to get the nodes to blend a little better still but this program rules.

It's supposed to be transparent. If you look in the bottom right there should be a little pencil that gets you to edit mode.

Please excuse the very beta development art, but I'm trying to make a sort of rope out of ball objects. It'd be very nice to be able to oscillate rotations in the same way that X/Y perameters can be set to cycle, instead of exclusively getting an impulse of rotation when noise happens. It would allow for nice ribbons and things like that.

I'm also still feeling out the relationship between rotation and origin points. I mention in the clip that the 3rd ball up from the rightmost end of the link is actually the origin, and that the rotation chain going down is much cleaner than the one going up. I'm sure it just takes a bit of fussing with though.

This program's really something special though.

Hey very cool! I recommend your work here to lots of people!

Finally, a real reason for the wanton violence of a beatemup.

This is absolutely beautiful. I'm not usually one to take the nostalgia bait but I'm in love.

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We had a lot of problems trying to get the co-op to be stable enough to stream. Ended up just doing a single player+cohost arrangement.

Seems like a banger regardless.
[EDIT] Running the game through a newer version of GZDoom got the co-op stable. It has a couple of balance issues yet, but the game is absolutely a secret gem.

https://cohost.org/WobblyPython/post/1054065-memoirs-of-magic-mul


I've logged a little of what we did to make it work in a Chost.

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My issue is the only thing you can make visible on a transform node is "Position" which applies the animation curve to the transform directly as a paired unit. To create a vertical bouncing loop I would only need to adjust the "Y" position. I would much prefer to get the X and Y values displayed as separate inputs on the left side of the transform node. The implementation you've demonstrated is unintuitive.

I realize now that I could just animate the values directly on the transform node using keyframes, but the interpolation functions in the dope sheet don't actually seem to be working at the moment. I was hoping to make a smooth motion without manually keyframing an easing curve. 


I really just wanna' slap those animation curve nodes on there and let them do the work without having to create a whole spiderweb. 

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Why are the X and Y values inextricably linked for the purposes of applying an animation node?  I'd kinda' like to do some up and down or side to side motions but all I can make are perfectly 45 degree transformations.

Sorta' cheeks!

Real excited for png export! Loving what's going on so far.