I admit, I love to see your movement videos pop up in my feed. I might suggest placing the raycasts closer to the feet since, if the feet are no longer contacting the wall, the character will fall.
Its worth more than $20! Not only does he give you the project, but he answers questions on the changes you may want to make your self. Im 3 months in to my game dev journey and have learned more here, then on any other channel. Well named nodes and properly commented scripts.
homie you are insane I literally love you bless you (also where do you buy your animations? I totally want to buy them if you find them on an asset store, I know how to export from unity/unreal =w=)
Unreal marketplace is a place to go if you looking for high quality asset. But you need to use unreal engine to export it into fbx files to use on godot.
Make a tutorial video on how to make it so that when interacting with E, the player hides behind an object and can move while hiding and back when interacting with E, he stops hiding
do u still plan on releasing that tutorial about the turn in place system in unity? or can u atleast explain it to me briefly how u got the angles please
It been months since last touch on unity. I do replicate the project into godot, but not ready to release yet. The concept are the same anyways so any game engine should work fine. For turn in place, the basic idea is to find camera forward angle and player forward angle. Calculate the different angle between those two, if it reach certain treshold(like 90 degree) play particular turn 90 degree animation.
@@Brokencircuitboard I figured it out, I did basically what u said but instead of just the camera it also rotates according to the players input and it worked with the signed angle function
@@KrestonDev that right. signed angle is the right way to determine left/right rotation. For turn in place, camera angle alone is enough, use input angle if you want to move the player.
@@Brokencircuitboard For example, you look forward and press S to rotate so that the character doesn't turn around instantly but slowly like in real life.
Hi Brokencircuit would you like to team up to make this game an openworld parkour game like (rooftops and alleys) with maybe Multiplayer? i make 3d models and i am also a game desiner
Hi, Thanks for the offer. I am not an artis nor a programmer by trade. I do what i do now because i just simply love game traversal mechanic. Other aspect of gameplay such as multiplayer and mobile conversion is simply out of my knowledge. Not gonna lie, rooftops and alleys also pique my interest due to it fluid parkour mechanic and i also currently making a parkour mechanic similar to unreal engine 5.4 new locomotion system.
@@Brokencircuitboard i have done multiplayer before and i also have made a mobile project so i can cover most aspact of game including level design and assets creation
Is making this first-person/third-person selectable, as simple as moving the camera to a point offset from the models chest (or maybe head?), and hiding the model?
In theory yes. In practice, lot's of tweaking need to be done to make it look correct. Just slapping first person camera to 3rd person character might not work as well as first person controller.
first person games have separate animations for first person and third person views. slapping the camera into the player really won't out well usually. look up first person mods for spider man ps4 or batman arkham. it feels like shit out of the box
I admit, I love to see your movement videos pop up in my feed.
I might suggest placing the raycasts closer to the feet since, if the feet are no longer contacting the wall, the character will fall.
That would be a good idea. Can't believe i don't thought of that 😅
State machines are very useful for these kinds of techniques. Very easy to monitor and create conditions for a very specific case.
Its worth more than $20! Not only does he give you the project, but he answers questions on the changes you may want to make your self. Im 3 months in to my game dev journey and have learned more here, then on any other channel. Well named nodes and properly commented scripts.
Perfect. That's what I need. where can I find a tutorial?
Beautiful
look into my universal eye tell me what you s- ok lol anyways too bad by internet is too buns because of the wind and dust right now lol
homie you are insane I literally love you bless you (also where do you buy your animations? I totally want to buy them if you find them on an asset store, I know how to export from unity/unreal =w=)
Unreal marketplace is a place to go if you looking for high quality asset. But you need to use unreal engine to export it into fbx files to use on godot.
@@Brokencircuitboard THANK YOU! Yeah that's totally find Ik about converting them, just love these animations too they are so good!
Make a tutorial video on how to make it so that when interacting with E, the player hides behind an object and can move while hiding and back when interacting with E, he stops hiding
Cover system.. noted.
Plaese do the tutorial
Do you think to make this project open source.
I have subscribed, how can I contact you directly? I have a few questions.
Ask away.
@@Brokencircuitboard How to make a control button for mobile phone? Joystick for walking and running button, jump button.
@@watcharaphonlaochan3928 No idea. Never done it before.
do u still plan on releasing that tutorial about the turn in place system in unity? or can u atleast explain it to me briefly how u got the angles please
It been months since last touch on unity. I do replicate the project into godot, but not ready to release yet. The concept are the same anyways so any game engine should work fine. For turn in place, the basic idea is to find camera forward angle and player forward angle. Calculate the different angle between those two, if it reach certain treshold(like 90 degree) play particular turn 90 degree animation.
@@Brokencircuitboard I figured it out, I did basically what u said but instead of just the camera it also rotates according to the players input and it worked with the signed angle function
@@KrestonDev that right. signed angle is the right way to determine left/right rotation. For turn in place, camera angle alone is enough, use input angle if you want to move the player.
Nice when the rotation motion? 👍
What do you mean?
@@Brokencircuitboard For example, you look forward and press S to rotate so that the character doesn't turn around instantly but slowly like in real life.
@@Sashye111 do you mean 180 turn?
@@Brokencircuitboard all turns
@@Sashye111 Really sure i done that already ua-cam.com/video/izWhRA_SpCU/v-deo.html
Hi Brokencircuit would you like to team up to make this game an openworld parkour game like (rooftops and alleys) with maybe Multiplayer? i make 3d models and i am also a game desiner
i think game like (rooftops and alleys) will do good for android
Hi, Thanks for the offer. I am not an artis nor a programmer by trade. I do what i do now because i just simply love game traversal mechanic. Other aspect of gameplay such as multiplayer and mobile conversion is simply out of my knowledge. Not gonna lie, rooftops and alleys also pique my interest due to it fluid parkour mechanic and i also currently making a parkour mechanic similar to unreal engine 5.4 new locomotion system.
@@Brokencircuitboard i have done multiplayer before and i also have made a mobile project so i can cover most aspact of game including level design and assets creation
Can you tell me where you get ready-made animations for your character?
Mostly from unreal marketplace and mixamo.
Bro we need tutorial not demos😢
Is making this first-person/third-person selectable, as simple as moving the camera to a point offset from the models chest (or maybe head?), and hiding the model?
In theory yes. In practice, lot's of tweaking need to be done to make it look correct. Just slapping first person camera to 3rd person character might not work as well as first person controller.
first person games have separate animations for first person and third person views. slapping the camera into the player really won't out well usually. look up first person mods for spider man ps4 or batman arkham. it feels like shit out of the box
Godot 4.2.2 (stable) _set: Godot 3.x SpatialMaterial remapped parameter not found: clearcoat_gloss
scene/resources/material.cpp:3210 @ _set()
Share you ledge grab system 🥲 if not than I am helpless because your ledge grap is perfect and seamless I need that but I need for Godot 3