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Found 6 results for "effce9f2b1b83051f4a00494647248a0" across all boards searching md5.

Anonymous /v/715385790#715393913
7/14/2025, 1:16:44 AM
>>715385790
Oh hey, I'm literally working on this as a game. A Mario 64/Sonic Adventure gameplay mashup 3D Collectathon platformer. It's real early alpha.
Anonymous /vg/530207468#530308163
7/7/2025, 6:21:00 PM
>>530298719
Hey, no shade thrown your way. This is not a slight on you. I realized in my rush to get something out the door, I put nothing there to signify that's the way up. No trail of collectables, no sight post with an arrow, no anything. That's a developer issue, not a player issue. It showed me what I need, so I am grateful for you for that.
Anonymous /v/714539919#714542668
7/5/2025, 3:43:58 AM
>>714540324
Yeah, I did. I wanted to do more and do a lot of bugfixing, but I just ran out of time because I wanted to get a demo out for this Demo Day. It is what it is, though.

If anyone cares to try, it's here. https://itch.io/jam/agdg-demo-day-63/rate/3695345
Anonymous /v/714129541#714184496
7/1/2025, 6:22:27 PM
>>714183293
>Can you share more?
My version of what you're asking is STUPIDLY complex, but I'll give you the simple version.

I have a Vector2 (we'll call is planeSpeed) and a Vector3 (we'll call it forwardVec). I have a couple Raycasts to determine the angle that forwardVec should be facing, and in the air, I just make it so that forwardVec.y = 0 and normalize the rest. I also have groundNormal that is always facing directly away from the face of the ground.

velocity = (planeSpeed.x * forwardVec)+(planeSpeed.y * groundNormal)

Because I am making a Sonic-like movement system, I ALSO have to account for converting ground speed to air speed, but that's a me thing. If you don't want to jump like that, and you ALWAYS want to jump straight up, you could just do

velocity = (planeSpeed.x * forwardVec)+(planeSpeed.y * Vector3.UP)

Keep in mind, you should manually adjust your speed/acceleration/deceleration depending on the angle of your forwardVec.
Anonymous /v/712944115#712993621
6/18/2025, 3:28:54 PM
>what engine are you using
Godot
>what genre is it?
3d Platformer Collectathon
>how many hours have you sunk into it
I don't know, but I'm about 2 years into development, spending about 5-8 hours on it a week. So, I assume something like 600-700 hours so far? Still blocking out the first level, so it looks like shit, but it functions. Nothing is anywhere near done, yet. I still have a long way to go.
>Very rarely are their gamedev threads.
Incorrect
>Just started learning personally would love some advice.
You need to have passion about your game and a vision. If you cannot easily (and I mean easily) envision what your game is and will be, you need to make a Game Design Document. Everything takes time, and there will be days you want to quit. The only thing that will get you through those days are sheer determination.
>Shill your game too
Okay. I'm making a game people are probably sick of seeing by now. It plays like if Mario 64 and Sonic Adventure had a baby. Have a WebM of me speedrun-collecting three collectables in my game real quick.
Anonymous /v/712532885#712543724
6/13/2025, 5:01:05 PM
>>712542404
Thank you! I put a lot of work into the gameplay itself. Took me nearly a year and a half to get right, and I'm still making adjustments constantly.

>>712542183
Working hard and being positive is the only way to make your dreams come true, my man. Keep on keeping on. Your game looks sick as hell.