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Rational Rama

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A member registered Jun 12, 2024 · View creator page →

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(2 edits)

Hey! I'm sorry to bother you again, but I have a small query. Using Jolt physics with your template completely breaks the is_on_floor for my custom player model some reason. If I use Jolt in your template, the player keeps falling/landing/falling/landing again and again, switching between fall animation and idle/landing animation. This happens non-stop. I dont know what it is but I thought I should ask you. At first I thought it was your template, but then I tried out using Jolt in an unchanged default version of your template and everything worked fine. 

But if I use my custom character, the issue is back. I checked my custom-character's root bone and compared it to yours in all the different animations, and there doesn't seem to be anything wrong with it. It moves exactly like yours and in the right place. The collision shape is an exact replica as well. This causes some other issues as well, like, whenever I try to roll I cant because the game thinks I am !is_on_floor(). I did print(is_on_floor()) in the process function and got 

true

false

true

false... and so on repeatingly.

Ugh why oh why, I don't have the right, oh I don't have the right.
<3! 

EDIT: On further investigation, it seems that Jolt isn't to blame. This happens when I use my own animations. But not when I use ones from your library. Strange. I will continue to look into it and report back in case it is important for you to know, otherwise it is most likely my own mess up.

Thank you very much for all this, it was very helpful. I will certainly look into the links you provided. I understand things a lot more clearly now. Thanks again.

(6 edits)

I completely understood everything you just said. Thank you so much. As for specific questions, yes I do have some if you could answer.

1. I don't want to learn animating from scratch, as I like to focus on environment and level design (I love those reconnecting levels in souls-like games). I would rather my animations are straight from mixamo. Just some simple stuff like walking, running, rolling, blocking, climbing, a few different attacks, etc. If I use your RiGodotify addon to rig my custom character, will importing it to mixamo for animating it remove the root bone or mess up things in any way? As far as I know, Mixamo animations dont have a dedicated root bone as it has hips set as the base of the skeleton.

2. If I can't use Mixamo to animate rigodotify's armatures, what way do you recommend someone like me to get those animations for my character.

3. Also, I have root boned my character in blender using the mixamo-root addon and it seems to work in godot fine. But the roll animation causes the player to roll high above the ground. I asked around and found out that in root animations, the root should be treated as the floor. My head's spinning with this info. I compared my root-boned character with your template character, and apparently the root bone in your character literally never moves from the origin point during spawn or roll animations, it just slides forward or backward during running motions and during rolls. Mine seems to move all over the place during animations. Ugh.

EDIT: Hmm, I just got root bones to work properly with finepointcgi's version of the addon. Now root bones slide around only when they should, as they should. Honestly, there is very few tutorials on this kind of stuff, compared to how much there is for Unreal or Unity. I was surprised by that. But I am glad I gave it a shot. Now I just gotta understand the new method of coding the actual movement in root motion. Cuz the good old velocity.x/z code motion is not the way. I will look at your template again and restudy it, though I'd still like your input on my points above.

Thank you very much for your help, friend. Let me know if I can help you out in return, maybe playtesting your game, helping with design, or just a fresh pair of eyes to look at it to point out any issues that you might overlook as that happens when an artist looks at his painting for so long that he doesnt see flaws in it. I think it is called "perceptual adaptation" or "familiarity blindness".

Hey, I have been looking into root motion for a little bit. So far I have come across mixed reactions from people. Pros and cons left and right. I wanna be sure if it really makes things that much easier. Cuz some people tell me that leaving majority of the movement and combat to animations alone is a bad idea because it will give you less control as a dev. Tell me something, do souls-like games use root motion often? Is it really that much easier or better to set up compared to the good old fashioned code motion? You seemed rather convinced in your comment where you said that it makes life a "million times easier". Just asking for another sermon, pastor. <3

Ah, thank you.

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Great man. Just great. I tried out your demos on my pc and they run well. I have a question, however. Do my mixamo characters NEED to have a root bone to be able to move around in your demos?

Basically, I replicated/duplicated your player character and scripts in my own project, and I set up all the animations and stuff. However, the dude wont move. I press W and the run animation plays, but he doesnt move forward. I have left AnimationStateTree's Root parameter empty as I am not using a root bone or root motion for that matter. I just want the running animation to play as my character runs forward using code. But right now, he stays on one spot and only the run animation plays whenever I press W. The only way to move forward seems to be jumping animation, in which I am moving forward in hops.

Probably due to the mesh being in inheritance. Click "Make Unique" to make the parameters local and unique.

I love it. i wish the XBOX controller worked properly though. My xbox controller's right stick was being registered but not correctly. The camera was moving up and down when I was moving the stick left and right and when I was moving the stick up and down the camera was not moving at all. Something was off about it. Anyway, I like the atmosphere of the game, the game runs pretty well too, good performance and polished look. The combat feels stiff and slow but I can understand that it is not yet finished. Well done.

Thanks for such a wonderfully detailed response! I am glad I got so much info from you. 

Yes, the roof leaks, and I had fixed that issue after I discovered it a while back, but I could not update the game at the time as the submissions were already over. 

Yes, the lighter doesn't work, I was too late in implementing that. 

The generator being off prevents the bulb from being lit, you can turn it on with a single click and then enter the cabin to light the bulb, its purpose was to  turn off the bulb and fridge, making the food inside rot (but I was too late to add the fridge code logic to make it a usable asset in-game, so now it is just a furniture piece). 

Ah, yeah I realized too late that I left the campfire rock with an area collision that lets you eat infinitely.

I will definitely add a pause screen next time! But this game, I will leave as is, so that it can serve as an example of an original Game jam game, with all its bugs and issues, for the future. Looking back at my progress is always good. Thank you so much for playing my game, friend!

Doesnt seem to run for me. The start button and quit button show up but clicking them doesnt work for me.

A very fun game, though the timer keeps running even after you destroy the generator and you gotta wait for it to run out before the fight actually begins. I loved the art and the effects. They were quite fun and well done! Nice job! I think the game doesn't quite fit the theme but it is really well done regardless.

Thanks for playing the game and for the feedback! I am glad you liked the atmosphere. Since this was a solo project (and I am not very good at programming) I wasn't able to do much for variety of gameplay and game mechanics. That's why I decided to develop a game that focuses on the experience of living in the woods by a river rather than anything more complex gameplay-wise. I will certainly work towards improving in the future and adding more to my games.

You should add some screenshots on your page. I like the game though the collisions are a bit messy. Some more polish would make the game more palatable. Well done and good luck for the future games!

why

Thank you so much for playing!

Thanks a lot for your kind words and feedback. I will work on improving my future games. Thank you for playing!

I actually couldnt clock out! (Quit) But I like the game, it was rather simple yet fun. Good mechanics and it looked rather polished in terms of gameplay because I encountered no bugs or glitches. Nice job!

Those pesky aliens are coming to get me! Why does no one believe me?! XD I like this game, it was simple yet fun. I didnt realize why I was getting attacked until I realize I was supposed to look my death in the eyes and smile like a badass. You would'nt have ever imagined a species smart enough to travel a million light years in a super powerful space ship is scared of eye contact. Social anxiety issues, I get it. Nice game! I liked the art style and the ambience! Was fun! <3

I think it was solid Lukky, I also saw your video just now, really cool. I do think the theme was stretched a little but hey, stretching's allowed isn't it? The game design, mechanics, and graphics are all nice, considering you made it just a couple of days. I liked the music too, it was soft and did its job of staying in the background perfectly. Good job!

Sorry to hear that. I am glad you enjoyed the game and I hope the lag wasn't too bad so as to prevent you from enjoying the atmosphere. I will work on improving the game in the future. Thanks a lot for your kind feedback!

Surprisingly fun and the music and visuals are quite nice too. I kept trying to turn on the machine on the left side but every time I turned it on it kept shutting down immediately after. It just wouldnt stay on for more than a second. Anyway, the game is quite fun and it's always nice to see fellow Godot devs!  Keep up the good work!

I am not so sure if this game really fits the theme, but it was rather good. A short and fun game is always welcome!

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The 2.5D parallax effect was a nice choice but it wasn't set up that well as the movement speed of the background didnt feel natural. I like the game itself though, the character and the music and the visuals are all quite nice. The movement and animations felt kind of stiff and slow, and I wish there were more levels. Other than that this was a nice and sweet game!

I guess the game is unfinished due to you getting sick, no worries. It started up on my PC and while I couldn't play due to the character mechanics being broken, I do like the visual appeal of the canvas. I hope your next game jam goes better. Good luck!

Surprisingly fun... though there was a power outage where I live but it worked out okay.

That might be because the game is from an unknown publisher. It is a common issue when you try to run an executable like this. You can click 'more info' and then 'run anyway'. I am sure you encountered this issue with other games in this jam too.

I just ran the game on my laptop as well as another PC, and it ran fine. The main menu transitioning to the main scene does take a while to load due to the stuff that is loading in, and I haven't implemented a loading screen for that. 

'Not being able to exit with close window...' that is interesting though. I think you should be able to do so with the escape key, it is bound to quit. Thanks so much for all the feedback, I'll look into it at the end of the jam! I played your game too, it was very cool! <3

Hi, sorry to hear that! Specifically what transitions are you speaking of? Does the game have FPS drops in any specific areas or is it just stuttering? And is it during any specific action or all the time?

This game has quite adorable art. I like it. The gameplay was quite fun as well! I think it incorporated the theme really well. I played for a while. A small bug I encountered was that one of my pets left the walkable platform and into the ocean and couldnt return to me. Also, I sometimes fed the wrong pet because they were all crowding me so much and my character couldn't look up or down (just left or right). But those are minor issues. The game was great! I loved it!

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Thanks for playing! Yes, the audio was probably one of the more neglected parts of the game. I will definitely work on improving these aspects of my development in the future. Thanks again! :)

The art is sooo sweet. The music is perfect too, just soft and sweet. It feels less like a game and more like an experience, which is again, short and sweet. I wish there was more.

The game looks and runs well, but there were some console popups like lighting needing to be rebuilt, and then the game crashed. I think the game was released with debug. 

Anyway, the game map is big, with lots of buildings and assets, and I quite liked the sheer size of it. It didn't feel like a game made in just a week, great job! I also feel like more time could be spent on adding more gameplay elements instead of making the map so big, because I ended up just running around and picking up items. (Maybe there are more gameplay elements that I just don't know, but there were no instructions so I couldn't tell...) I didn't see any enemies, even though the description says that enemies are supposed to attack the player.  Maybe something went wrong on my end. 

I really like the visuals and layout of the environment, I think you guys nailed it with that! <3 I hope you continue to work on this piece cuz this seems like it can be a rather fun time if there is a little more to do.

Really nice! I didn't expect a game like this in the jam. I really liked it. I would like to point out, however that since the plot develops so fast, there are a lot of cutscenes that take control away from you, and it feels like you don't get to play the game for too long before another cutscene or camera shift happens. Other than that, I really liked the ambience and design. I think the audio and visuals of the game really shone the best, good lighting and design.

I never thought natural calamities could be fun but here we are... Nice game! A cool and simple game with fun physics. <3

Hi, I made this game in 7 days for a game jam. It is called The Winter Camp. It is not that complex but I intended it to be a feel-good camping simulator-ish game. Please try it out at your leisure and let me know what you think of it. I would like to know how it runs on your PC, what the environment felt like, and if something could be improved.

https://ramsharank.itch.io/the-winter-camp

Please keep in mind that it was made in just a week for a game jam, so I didn't get to polish it as much as I would have liked... Thanks!

I have run this game on both my computers and they are running fine, but I wanna know how they do on other people's hardwares... I wanna know if there are any issues on their end... Thanks! https://ramsharank.itch.io/the-winter-camp 


Here is a screenshot from the game on my PC... Its called The Winter Camp. Thanks a lot for checking it out!

This game is rather fun

I like the look of it, but unfortunately, the game feels rather slow movement-wise and the regular green lizards appear very far away. So I have to slowly walk all the way to them and kill them when they spawn. I noticed that the spacebar was bound it death too. I am guessing that was done by the dev during playtesting and forgotten. I can see that it was submitted 21 hours before the final call, so I am a little surprised that the issue was never discovered. Anyway, I must say that the visuals are attractive and the idea of a hellish city that burns as a godzilla-like creature roams is quite a good setting. I hope the devs improve and polish this game further as I would like to play it again in the full glory that it was probably intended to be.

I have never built a game in Unreal so I dont know how building a game exactly works in that engine, but I have heard of the engine crashing and builds failing on that software before. I hope the Unreal devs make the issues easier to detect and fix in the future. Anyway, thanks for making this fun little game! It was nice!