https://eyeballtank.itch.io/my-first-doom-map
This is a milestone for me that i wanted to do in a while.
I expect it to be in a weird quality, which is why feedback is appreciated and hopefully my later maps in the future are much better.
Posted by EyeBallTank - February 11th, 2023
https://eyeballtank.itch.io/my-first-doom-map
This is a milestone for me that i wanted to do in a while.
I expect it to be in a weird quality, which is why feedback is appreciated and hopefully my later maps in the future are much better.
Posted by EyeBallTank - February 10th, 2023
Yet again thanks to Heartbeast's Pixel Platformer tutorial, i added a functional ladder and CLIMB state that i'm proud of.
This time, a RayCast2D node wasn't leading to weird bugs of "colliding with the wrong thing" (Might be the code i added to clarify something collision related).
But as i was working on climbing, there was a point where gravity was still present and dragging the character down, making me realize i could make a swimmable state of the character.
And eventually i added:
(I was told on Godot's Discord that two different functions having "var collision" isn't bad because the definition is within the "scope" of the function or something in that line).
Perhaps the solution would be two scenes like this: One that "activates" the Player's SWIM state and another that "deactivates" it; Then both without CollisionShapes, so said collisions are defined when used as nodes under the level. Maybe for the future.
But i can call states within states, so maybe there's hope.
In other news:
(For the output red text part, i was told about "deferred" signals which is yet another alien thing to me).
But as usual, any help is appreciated and my stuff is available here https://github.com/EyeBallTank/PROJECT-NORTUBEL-main-ish
I'm also kinda busy with Doom mapping and plan to release my map some time.
The map itself might be weak BUT the main point was to learn some features of Doom mapping that could be used/done better in the future.
Maybe the next Doom map or so might also be another practive one and it will also be Boom/DSDA Focused.
Posted by EyeBallTank - February 7th, 2023
Project at: https://github.com/EyeBallTank/PROJECT-NORTUBEL-main-ish
At some point, the player couldn't be hurt when idle, but i fixed it.
I ended up using the Enemy Hitbox method from Heartbeast's Pixel Platformer tutorial, where enemies share an Area2D that has a collision shape attached.
There is an issue: The player can either "enter" the Enemy Hitbox and survive damage as long as they're inside it or touching it after being hurt once.
I know i cannot turn off the Player's collision because they'd obviously fall through the level.
An idea i had was to temporarily turn off the Enemy Hitbox (Which could even affect multiple enemies sharing it but it'd give the illusion of an "invincibility frame", i guess?).
But this could lead to two things:
And this is also because of the weird way how things are coded/structured.
This is also why i wanted a "knockback" effect from the Player/Companion, but even the mere ideas of "where the Player is going", "where the Enemy is going" etc could lead to a lot of work.
So just having them simply jump seems to be reasonable enough.
In other news:
But some things are going forward.
Got a message from r/Godot about get_overlapping_bodies() while is yet another thing i haven't really heard/tried, so i still have things to learn.
Also, turns out i still got OC related ideas https://eyeballtank.tumblr.com/post/708642344678965248
And i've also returned to Doom mapping, recreating a Moai statue and creating a structure i want to be relevant to Nortubel in some way https://eyeballtank.tumblr.com/post/708518804061306881
Posted by EyeBallTank - January 29th, 2023
Prev: https://eyeballtank.newgrounds.com/news/post/1331598
I wanted to add a pushable object that the Player and Companion could interact, by pushing it.
At first i used a RigidBody2D but had 2 issues:
So instead, i opted for a KinematicBody2D for the pushable object and even made copies of the Player, Companion and said Pushable object so i could use them as bases for new code.
And the stuff i did:
So i deleted the Raycast node.
If you look at my code for the 3 scenes (Player, Companion, Pushable: Each with "Copy" after their names), you see a lot of commented code because i tried different methods.
I'm obviously committing the mistake of copying code from different tutorials and all, but it's because my coding skills are still weak.
The idea of using a RayCast2D came from a video by clecioespindolagamedev (Video titled "Como EMPURRAR e RESPAWNAR OBJETOS na Godot 3.4 (+Bug Fix Plataforma)") and the video even showed the pushable object as a KinematicBody2D.
Because i believe it's possible to make a pushable object (And pushing state for the player) work while using a KinematicBody2D instead of RigidBody2D.
A method i'm not even sure if i tried properly was make the PushableCopy detect collission from Player/Companion but only from its left/right sides and using inputs (Pressing "left/right") IF it's behind touched by those characters and from respective sides but the exact code reference is not in my head.
Again, my project can be seen here https://github.com/EyeBallTank/PROJECT-NORTUBEL-main-ish/commits/main
Even if you don't download it, you can see the updates and where the specific scenes are stored and their code.
As for other updates with my game:
Guess the least i should do is focus more on learning Godot stuff.
Any help is appreciated.
Posted by EyeBallTank - January 7th, 2023
I implemented a scene transition method, where i can refer to a certain scene (The scene manager) from other scenes.
It uses a transition effect because in a way it had to, so i got a bit creative with what the effect should look like (When i properly expand the game's setting, you'll get what the effect references in-universe).
Though Doors are another issue, therefore i need to properly make them "flexible" sometime.
I organized layers/masks for scenes (Apparently i forgot to do this before) and now the door scene can detect even the companion to change scenes.
ALSO, i should consider making it that both Player and Companion are needed to finish a level.
I also created a "main level script" that levels inherit from, like how Player and Companion already inherit from a "actor" script.
At least i got a custom font (Mikodacs by gluk on FontSpace) that works with Portuguese.
I also managed to make a working options menu thanks to a video tutorial by 16BitDev.
But i also think i should consider a pause button soon, specially if you're playing the game on fullscreen mode.
Again, my project is available on Github.
https://github.com/EyeBallTank/PROJECT-NORTUBEL-main-ish
And because i'm still somewhat clueless and still learning, any help is great.
Posted by EyeBallTank - December 31st, 2022
So lately, i've been thinking of adding a "scene manager" autoload scene to manage how scenes are switched in my game.
Because i had 2 things in mind:
My plan here is to add a method of changing scenes that is more universal/flexible and future proof, to make sure scenes are changed nicely.
Because hardcoding specific stuff isn't ideal and i want to make sure stuff is loaded properly, even if i need transition effects or some method of keeping track with info (Like if characters carry the same health values or items and so on).
I still added a door object that could be an end level feature, but i still want to make said door to use the "scene manager", even if it needs signals.
While at it, i made folders for specific sprites and added some extra commented/unusable code for when i add extra states to characters.
Again, project can be found here https://github.com/EyeBallTank/PROJECT-NORTUBEL-main-ish
Posted by EyeBallTank - December 27th, 2022
Older posts https://eyeballtank.newgrounds.com/news/post/1328205 and https://eyeballtank.newgrounds.com/news/post/1327954
When to a clinic for some analysis but tomorrow is when i might get an actual blood sample before the new medicine i got.
Because i've got a prescription to something related to what i might have and it's even been considered that parasites can happen because of pets (I got a dog).
I still want the blood analysis for the sake of information, because i read the paper and there's always going to be side effects.
Posted by EyeBallTank - December 26th, 2022
Follow up to https://eyeballtank.newgrounds.com/news/post/1327954 it might have been a slug because i don't think it had a shell, but that doesn't make any difference.
So far i'm sane and i still had some small "pains" but i assume it's usual to stuff like my OCD/stress and maybe what i usually eat or time spent on computer.
That's anothing thing, even if i always had some things (Be it real issues or just feeling the blood flow through veins on my head), i can't tell which are which and seperate it from the potential parasites.
Hell, i could even die from too much paranoia stress than the actual worms, if there's any.
I just need a visit to some health clinic and then confirm stuff.
Anyway, this morning dinner, someone made salad and because it had lettuce, i assumed it was the same one so i avoided it.
Again, paranoia but i wanted to be consistent.
Edit: I looked up that one 1000 Ways to Die episode that i recall and found this https://en.wikipedia.org/wiki/Angiostrongylus_cantonensis
Because one thing is the food being poorly done, but another is the food package in itself being in an awful state and somehow being shipped and sold.
PS: If i am 100% confirmed dead, let the world know about EyeBallTank and a group of people read through that 138 page document i made about my characters, study it, preserve it in its last official state and make my dream come true or do whatever with my ideas.
Honestly, at least make me remembered by my ideas and what could have been and not just posts like things.
Like the fact that Project Nortubel is on Github makes it technically open source from the getgo.
At least my 300+ characters and the rest would be public domain for people to enjoy and that'd be a legacy that not even some KF threads making fun of me could take down (And that is IF i'm dead and people care enough for that to happen, because not everyone will have a Kouji Mori for their Kentaro Miura).
Posted by EyeBallTank - December 25th, 2022
And i fucked?
Edit: i should probably add more to it.
The leaves had no holes and the snail was super tiny, but the lettuce was in a large white bowl that was in the fridge and we ate some of it during Christmas dinner yesterday.
I still threw away the leaf that had the snail in it.
Because i fear i could get brain parasites.
I know i wasn't the only one that eat the lettuce and i believe the snail wasn't just in the exact same spot since it got there, it had to move somewhere.
Because i didn't ate the snail, but i know about the trails it leaves as it moves.
Posted by EyeBallTank - December 21st, 2022
Still recovering and reorganizing stuff but i hope things get better soon.
Also, turns out i still had yet another idea for character related stuff.
There's a rare health condition called Situs inversus where someone's organs are flipped/mirrored and i thought this could suit characters implied to be from "mirror universes" whose anatomies are also flipped but it's normal for their case.
Because an idea i had for the Nortubel 6 was there being "age swap" versions of them, where the older/younger sibling switch ages and come from a different universe.