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Posts by Wiktor Kaziród

This game is amazing, good job!
I love the little touches like the juicy animation of appearing cards <3

7 months ago 2 0 0 0
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Level 11.11 on Steam Level 11.11 is a brutal, first person shooter coop-horror, where you and your team embark on a dangerous journey into ever changing flooded city. Avoid monsters, gather intel and complete many objecti...

We're working on our FIRST co-op horror game EVER!

Level 11.11 is first-person shooter co-op horror,where you and your team embark on a dangerous journey into the ever-changing Flooded City dimension.

Sounds good?
Here's our new steam page- you know,what to do!
👉 bit.ly/4mSiYX1

#gamedev #indiedev

8 months ago 6 6 0 0
Amazon.pl

www.amazon.pl/Godot-Game-D... also this book made me realize im ready to try on making a complete project on my own

9 months ago 0 0 0 0
The ultimate introduction to Godot 4
The ultimate introduction to Godot 4 YouTube video by Clear Code

youtu.be/nAh_Kx5Zh5Q?... thats the best ive found when it comes to teaching the overall code structure, most common patterns and basically what to do after you have familiarized yourself with basic coding

9 months ago 0 0 0 0
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How cool is that? 💥
Wishilst Castle Crumble now :)

store.steampowered.com/app/3562340/...

#wishlistwednesday #indiedev #steam #gamedev #indiegames

11 months ago 37 11 0 0
Godot Grid Array - Godot Asset Library

I made a #Godot plugin that turns boolean Arrays into a grid of checkboxes in the inspector. It works for both GDScript and C# created Godot Arrays.

Thanks to @wiktorkazirod.bsky.social for sharing his code and allowing me to rewrite it for a more general audience!

1 year ago 4 1 0 0

optimist: the glass is half full

pessimist: the glass is half empty

level designer: the glass is yellow

1 year ago 2 1 0 0

You could try setting up AnimatedTexture instead of a static one for the shader, then within the Animation Player, manipulate the frame param of the shader. It should work very similarly to how you animate a Sprite2D using Animation Player. I'm not sure about Animation Trees though...

1 year ago 1 0 1 0
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Although I understand that this approach cuts off all of the other benefits of Sprite3D node 🙃
I guess that if what you need is basic animated sprite, you could adjust the shader to support that.

1 year ago 1 0 0 0
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You can achieve that using MeshInstance3D with a QuadMesh.
Apply a Shader Material to the Quad Mesh, and write a simple shader which applies a texture to the Quad Mesh. I'm not sure if that will work with your project, but here's a simple demo I've set up - hope that helps 🤞
#godot

1 year ago 4 0 2 0
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Godot 4 Game Development Projects. Build five cross-platform 2D and 3D games using one of the most powerful open source game engines - Second Edition Immerse yourself in the world of Godot 4.0 as you craft five projects that highlight the engine's exceptional 3D capabilities. This book will help you build your foundational skills, guiding you step-...

Oh my mistake with the link, Chris Bradfield did an updated book for Godot 4, just Google for it. For some reason my Google only finds an ebook to buy on a polish store, but i have a physical copy of the book and its great!

1 year ago 1 0 0 0

Also these 2 websites bsky.app/profile/wikt...

1 year ago 1 0 0 0
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Godot Engine Game Development Projects: Build five cross-platform 2D and 3D games with Godot 3.0 Amazon.com: Godot Engine Game Development Projects: Build five cross-platform 2D and 3D games with Godot 3.0: 9781788831505: Bradfield, Chris: Books

You can't go wrong with www.amazon.com/Godot-Engine...

1 year ago 1 0 1 0
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Are you looking for a relaxing mobile puzzle game? 🎮

Try Spire Blast!🐉✨
Collapse the colorful towers and command your ever-hungry dragon companions on a challenging quest!

🌟Play with your dragons today: apple.co/-SpireBlast

#SpireBlast #MobileGame #iOS #AppleArcade #dragons #relaxing #puzzle

1 year ago 7 4 0 1

It's not, but I can share the source files - DM me if you're interested.

1 year ago 0 0 1 0

bsky.app/profile/wikt... ;)

1 year ago 1 0 0 0
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The next step will be to make it a list of dictionaries from which the level will pick a random layout, wish me luck 🤞

1 year ago 0 0 0 0

Thanks to a huuuge help from my friend Dawid G, I've actually managed to implement a plugin which changes the way the dictionary property behaves in the inspector allowing me to layout levels in a quick and easy way🎉
Check out the attached video!
#godot #indiedev #gamedesign

1 year ago 25 2 4 1

I've just checked and the layout feature in godot doesn't actually do the same thing as it's counterpart in Unity. Unity saves the whole setup (position on the screen(s), resolution of the windows and opened docks as well as their ratios) - godot only saves docks and their ratios 😅

1 year ago 0 0 1 0

That looks dope as fuck!

1 year ago 1 0 1 0
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Gdyby ktoś szukał Steam Decka to mój za chwilę ląduje na OLX. OLED 1TB ze zniżką dla bluskajowców - 2400

1 year ago 11 5 5 0

Yeah... Can you play these dlc's or a big gaas update without a copy of the base game tho? 😎

1 year ago 0 0 0 0

I think so, yes. Keep in mind that what makes the overall experience are not just controls. On mobile you have to look for compromises. Try to find a set of actions available for the player, types of level design and camera scripts that would deliver the game's premise in the simplest way possible.

1 year ago 1 0 0 0

for what you want to achieve. But we would have to take a deeper look on what kind of experience you're trying to achieve so that it becomes clear what to keep/ change/ remove. I'd certainly look for a solution where swiping left/ right is always the same action but adjusts accordingly to situation.

1 year ago 1 0 0 0

Sure, why not, ping me when you've got something playable, i'll try to report some valuable feedback 😀
As for you problem... I don't think I will be able to help more via posts here as we have a pretty high level conversation. Surely there is a solution for intuitive and fun controls...

1 year ago 1 0 1 0

Oh I see, that's an interesting concept 🤔
In that case I'd recommend checking out Mario Kart Tour for a reference and study how they did the steering controls. It seems they focused mostly on perfecting the drift controls with a touch input and then reinforced the experience with adapted race tracks

1 year ago 0 0 1 0
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Maybe the issue you have isn't about controls at all but rather with how do you handle the drift mechanic?

1 year ago 0 0 1 0

Can you describe how did you set up the controls for a keyboard/ gamepad? As i reach into my pocket with memories of racing games which have slightly different controls for standard drive and drift I can't think of any which wouldn't do the change "in the background" - same controls, diff behavior

1 year ago 0 0 1 0

An opposite approach would be to use simultaneous movement with an auto aim - thus removing the need for strafe at all. Trigger Heroes from Lucky Kat Studios does something similar.

1 year ago 0 0 1 0

But as I said before, it will be hard to come up with a viable solution to your problem with so little information 😅

1 year ago 0 0 1 0