The thing is, I did start it in fullsceen mode. I get that WebGL often doesn't quite work as expected, so it's okay. Maybe tweaking the window size here on itch.io might work?
3DartBlade
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I love the humor, it's brilliant! Also the references are great too!
A single nitpick I have is that the singular fully done image of Johanna kind of ruined the aesthetic. Personally, I think it would be better to keep sketches in until you finish every image. If that ever happens. Looks great with sketches too, so it's probably fine if it stays like that. Just that one image...
My overall rating is a golden-ratio amount of Metal Gear Sahelanthropuses out of the times Mogons and Agares had gay sex amount of har har harhar har <3
Cheers,
Alexa
On a Windows 10 machine, after opening the door, there's still a collider in front of it keeping me from entering and it doesn't load a new scene either.
Also, a tip regarding the camera:
You can keep the camera from going inside rocks if you shoot a ray from the player backwards and put the camera at the hit point if it's closer than the preferred distance. I'm not sure how to do that in Godot, but here's the logic:
var maxDistance = 5 // this holds the value of the preferred camera distance. Feel free to change it var camDirection = Vector3(0, 0, -1) // These are local coordinates and can be changed to preferred direction // In this example 'Raycast' returns the hit's position or null if it hit nothing. However, I don't know how it works in Godot so you should look up the syntax. var hitPoint = Raycast(/*from*/playerPosition, /*towards*/(playerTransformBase * camDirection) if(hitPoint != null && length(hitPoint - playerPosition) < maxDistance) // If the distance(length of difference vector) between hitPoint and playerPosition is less than maxDistance, that means the camera would be inside the rock and we need to adjust it camPosition = hitPoint // Here I simply say we put the camera to where the raycast hit the object else // otherwise 'hitPoint' would be too far, so we put the camera in the air in camDirection at maxDistance camPosition = playerPosition + camDirection * maxDistance // I'm assuming 'camPosition' is the absolute position of the camera and not the local position
This might seem complicated, but once you get the hang of it, it's actually pretty simple. Still, feel free to ask if you didn't understand something, but I can't promise I'll reply right away.
Cheers,
Alexa
Unpolished
- No sound
- No textures
- No collisions (at most walls)
- The camera is terrible (Either make it static, or just let the player control it)
Honestly, I wouldn't be surprised if it was just a virus and if it isn't please put some more care and effort into your game before releasing it
Cheers,
Alexa
1) Controls should not be relative to the player, but global(w is always up, s is always down etc.)
2) Enemies shouldn't move all the time, but only when you get close (if you can pathfinding would be nice)
3) Invisible walls are never a good idea (do visible walls instead)
All that said, there's potential for this game to be okay, just fix the stuff mentioned above
Cheeers,
Alexa
It says "Unable to parse Build/Aim Spot Web.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug."
I have no idea how to fix it, or why it happens tho
Good luck!
Thank you so much! It feels so good to hear some actual feedback! Sadly you couldn't interact with the hub area, and you missed a whole level dedicated to killing kpop tho...
If you're interested, the white place intentionally looked like that, because that was the animators' place, and they always animate themselves before a white background.