Apologies for the week long response, it's currently Finals Week at my college and I haven't had much time to be online. Anyway, "hit_stun" is a Float variable that can be used on a "Timer" node. I don't have a project example I can publicly show, but the idea is if an object's hurtbox touches a hitbox, it sets its Timer node equal to the hitbox's "hit_stun" variable and starts the timer. While the timer is running, the object will no longer be actionable. You can then use the Timer's "timeout" signal to reactivate the player. Hopefully this made things make a bit more sense, and sorry again for taking so long to respond.
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Yeah, it was funny knowing someone else had a similar idea, and it was pretty neat to see how we approached our addons differently. I also tried to get a custom shader to work because I didn't know you could change the default collision shape color until recently. I'm surprised white is not default either lol
Definitely one of the more complex addons I've used for the jam, but I think it's just because you're still working on the documentation. This is still an amazing piece of software for Godot projects and I'm definitely gonna look at more as it develops =)
PS: Mad respect for using a Melty Blood character to demonstrate the addon
WOW, I am really impressed. The artwork is pleasing to the eyes and there is a lot of polish with this project. There are a few nitpicks I have with the game, such as not being able to move around when there is a dialogue about the mechanics and have to keep pressing space in order to bypass said dialogue (not sure if that made sense via text), but this project has a lot of potential!
I honestly like this game pretty much. The graphics are nice, and I like the idea of playing as a bird that shoots "bombs" at people's heads. If there were a bit more enemies that shoot at the player, I think it would fit the chaos theme much more. But I had a really good time playing your game. Awesome job! =)
This is definitely very chaotic. I really like the idea of your controls switching after a short amount of time. But I really wish the camera would rotate as much because I would get kinda motion sick (having dinner before playing didn't really help haha). It also makes it hard to know if you are making any progress. I think if you replaced the camera rotating with there being different camera effects (like darkening the scene or having a wavey effect) this would make it easier for the play to know where they are without sacrificing the chaos. Regardless your team did an amazing job =)
Block Force: https://acro-projects.itch.io/block-force
A chaotic game where you're trying to avoid aliens and clear lines at the same time!!
Hey, I just recently bought PixelOver and I'm loving the software so far! I had a question/suggestion for the software since I heard that 3D integration will come in a future update. Since PixelOver uses Godot to create the software, is it (or will it be) possible to export the shaders we create in PixelOver to be used in the Godot Engine itself? I don't know how possible that is, or it is already a thing and I am missing the feature, but I think it'd be awesome to use the shaders I create in PixelOver in Godot itself and still use my 3D models rather than making a bunch of sprite sheets. Regardless, I'm excited to see what you have in store for this software!