This is certainly better than the naive method I used when I first started learning UE5 in 2024. And nowhere as questionable as my GameplayEffect variant last year.
This is certainly better than the naive method I used when I first started learning UE5 in 2024. And nowhere as questionable as my GameplayEffect variant last year.
The edges of the looping are defined as grindable rails, i dont think it will work.
#godot #gamedev #blender #b3d #indiegame
The edges of the looping are defined as grindable rails, i dont think it will work.
#godot #gamedev #blender #b3d #indiegame
medium.com/@ferhat.mous...
#UnrealEngine #UE #GameInstance #GameMode #GameState #PlayerController #PlayerState #MMO #Oyun #OyunGeliştirme #Game #GameDevelopment
medium.com/@ferhat.mous...
#UnrealEngine #UE #GameInstance #GameMode #GameState #PlayerController #PlayerState #MMO #Oyun #OyunGeliştirme #Game #GameDevelopment
Also part of code clean up is to extend the PlayerController to allow for climbing. I'm taking heavy inspiration from how the earlier Zelda games (TP and WW) handled jumping and climbing.
Also part of code clean up is to extend the PlayerController to allow for climbing. I'm taking heavy inspiration from how the earlier Zelda games (TP and WW) handled jumping and climbing.
StateMachine、BehaviorTree
PlayerControllerからメインモジュール(PlayerDodge、Hurt、Attack)とサブモジュール(PlayerAttackEffects、PlayerAttackMotion…)に分けていくのは良いと思うんだけども
PlayerMoveの取り扱いに困る
PlayerController直下のモジュールとして考えていくのが自然?
StateMachine、BehaviorTree
PlayerControllerからメインモジュール(PlayerDodge、Hurt、Attack)とサブモジュール(PlayerAttackEffects、PlayerAttackMotion…)に分けていくのは良いと思うんだけども
PlayerMoveの取り扱いに困る
PlayerController直下のモジュールとして考えていくのが自然?
Seulement j'avais " oublié " de passer le CharacterController en l'initialisant dans le constructeur, du coup je me retrouvais avec " Character Controller is null Error " ...
Bref le code ...
Seulement j'avais " oublié " de passer le CharacterController en l'initialisant dans le constructeur, du coup je me retrouvais avec " Character Controller is null Error " ...
Bref le code ...
🛠️ Added instance orchestrator, hardened the level loader, fixed the main menu opti, fixed debug HUD polling, made the playerController handle errors better, fixed DMI pipeline init, added global orchestrator
🌐 sapphirelabs.cloud | #indiedev
🛠️ Added instance orchestrator, hardened the level loader, fixed the main menu opti, fixed debug HUD polling, made the playerController handle errors better, fixed DMI pipeline init, added global orchestrator
🌐 sapphirelabs.cloud | #indiedev
turned out i named the script 'player_controller' but called it 'playercontroller' in gdscript.
attention to detail: 100%
paying attention: 5%
#gamedev #godot
turned out i named the script 'player_controller' but called it 'playercontroller' in gdscript.
attention to detail: 100%
paying attention: 5%
#gamedev #godot
One shot. Tested live with two players It held.
Live 12pm UK 🤍
One shot. Tested live with two players It held.
Live 12pm UK 🤍
I'm actually quite on track; hoping to get the backbone of my current project (playercontroller, interaction system, ect) done before the 25th of this month. I doubt ill be able to actually do that, but I've made really good progress and im feeling good about it.
I'm actually quite on track; hoping to get the backbone of my current project (playercontroller, interaction system, ect) done before the 25th of this month. I doubt ill be able to actually do that, but I've made really good progress and im feeling good about it.
I honestly felt no part of it was working until it came together, like magic in my clumsy hands.
I honestly felt no part of it was working until it came together, like magic in my clumsy hands.
Turns out it's right in the PlayerController defaults.
Turns out it's right in the PlayerController defaults.
www.youtube.com/watch?v=sYF_...
www.youtube.com/watch?v=sYF_...