Okay to the commercial use as long as it's not for any NFT/AI generated /Crypto-chain bullshit or similar nonsense and you properly credit me in some way
Complete license details are included in a text file in the download
Hello;
First, I have two fixes, don't worry. I am not entirely sure why it was refusing to, the last version of Godot I attempted these in was pre 4.0, so I tend to think some import bug between the two versions. I downloaded the files from itch.io to see what was happening, and found two fixes:
First was simply to go into the import tab in Godot 4 and reimport with no changes. That allowed me to instance a scene from the glb file. The second was to reexport the glb from the source Blender file, which also gave me a correctly imported scene and working meshlibrary
I have reuploaded the asset pack with the new glb export.
I hope one of these helps!
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Hello- my apologies! I thought I linked to the shaders I was using in Godot, but I linked to an unrelated github repo for Unity PSX shaders!
I'll update the page but these are actually the shaders I meant to link https://github.com/MenacingMecha/godot-psx-style-demo
They should work out of the box as shadermaterials
Thank you! When I revisit this project for future development I will definitely add some form of visual feedback but it was my intention that the player would have to gamble a little on when to stop drinking blood (I was thinking of the scenes in the Interview with the Vampire movie where right after Louis and then Claudia were made vampires, they had trouble knowing when to stop feeding). I might also add this as a perk for leveling up the vampire that you get better indications of when to stop.
Great pixelart and mechanics with the flying. I think the difficulty should be adjusted a little, when you start, it's too easy to get killed while figuring the controls out and after you fly in bat form, there's no downside to not being a bat and it's impossible to not be killed. Maybe additionally levels or give the enemy a way to climb up to you.
I am not sure- the prefabs always displayed right when I reimported them, but that was some time ago and it's possible that Unity changed how prefabs from unitypackage files even import. Unfortunately I no longer use Unity and haven't for several months now, so my best advice is to just import the model pieces from the the fbx file since it will be set up almost exactly the same way.