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EyeBallTank
Working on Project Nortubel.
https://rentry.co/axmy9

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Joined on 8/24/21

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EyeBallTank's News

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.


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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:

  • Another Raycast2D After LadderCheck, i added a swimCheck and hopefully it doesn't create issues, if there's nothing wrong with a character having multiple Raycast nodes (And both functions calling the Raycasts having "var collider" in the code because of variable definition inside functions and such).

(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).

  • SWIM State: Giving the player those controls and physics is easy. Then there's adding WHEN the player SHOULD and SHOULDN'T use that state. It was a bit like is_on_ladder() but instead called is_on_water() and with a similar condition checking by adding specific code within states.
  • Water based Area2D: It's a similar case as the Ladder Area2D where the scene has its own "pre-defined" CollisionShape2D (Unlike Enemy Hitbox and "jump through platform" scenes, that are left "unfinished" so they get specific collisions when used in the levels/under enemies and so on). I found this a bit disappointing because water as a level design element will always be shaped differently.


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.


  • Companion? I guess the little one should get a SWIM state too, even if i need to include SWIMIDLE and SWIMMING states as equivalents to IDLE/FOLLOWME. Might be more complicated with getting an AI to climb a ladder for a bunch of reasons.

But i can call states within states, so maybe there's hope.


In other news:


  • Pushable situation still on hold for now.
  • After a repy on r/Godot, i might readd a Player Hurtbox Area2D node and find a way to make the engine's output not put out red text AND make the Hurtbox use an animation (AnimationPlayer) where the Collision is temporarly disabled, to create a "iframe".


(For the output red text part, i was told about "deferred" signals which is yet another alien thing to me).


  • Speaking of STATES, "state changing" level areas and Companion: When i do use the spriteset i shared once, i might try and give the Companion a CRAWL state where they can go to tight spaces that the Player can't.


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.


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Posted by EyeBallTank - February 7th, 2023


https://imgur.com/a/twyyJTI

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:

  • If the Player gets hurt, they're technically turning off Enemy Hitbox in a way that the Companion can survive being hit.
  • Because it'd be the Player deactivating it, the Companion can be hurt without the illusionary "iframe" caused by the Enemy Hitbox's temporary disable state.

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:

  • I decided to take a break from the Pushable object situation and maybe focus on that in a better time (I still made a post on the godotengine dot org QA site, just in case).
  • I added a sound effect for an object ingame and it even works with the volume slider (It's from Freesound user strangehorizon).
  • I also added "placeholder" scenes for keys, in case i develop a key/locked door system.

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


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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:

  • Every video i watched about pushing RigidBody2D's almost used the same "velocity = move_and_slide(parameters)" method and using that in a Player character script always messed with their values/physics (They jump higher and move faster than they should be); Because ideally, i'd want to access only one parameter which is the inertia part.
  • The "pushable" object still felt floaty, even if it's just a matter of getting settings right.

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:

  • Made a state machine on the player, including a PUSH state.
  • Also put a state machine on the Pushable object, with "FROZEN" and "PUSHED" states.
  • Once made it so that if the player touches the Pushable, they switch to a "state" with slow speed (Making the Pushable almost like a sludge hazard, since it works even when the player was on top).
  • Gave the Pushable extra CollisionShape2D nodes based on up/down/both left and right sides, with a "left and side" collision being under a "pushableside" group (Then went back to one Collision).
  • Used a RayCast2D on the player but it had like 3 problems:
  1. First was that it'd crash with things like the Tilemap or Area2D scenes because of specific code expecting another KinematicBody2D.
  2. Second being how it didn't flip properly (And even with code to flip, the angels were random as if it wasn't properly counting 360 degrees).
  3. Third being how the Raycast, no matter the size, would stop pushing the Pushable if the player was high enough in terms of placement.

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:

  • After the main menu, i got a somewhat working pause menu (Didn't made it a proper autoload scene, so it's part of the level technically).
  • Got a jump pad scene that works.
  • Added "placeholder" scenes like a soccer ball and ladder, that should be updated in the future (Even if i feel stuck in this Pushable situation because i made copies of the main characters, so i feel like i have to choose which versions of some scenes will stay so i can update them afterwards).

Guess the least i should do is focus more on learning Godot stuff.

Any help is appreciated.


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1

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.


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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:

  • There could be cutscenes and other types of menus/UI stuff in my game besides just the levels.
  • The levels (And other scenes) may/will not be in a "linear" order (Specially if i want to include HUB areas, backtracking and/or secret/optional levels and so on).

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


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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.


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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).


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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.


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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.


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