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3DartBlade

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A member registered May 26, 2019 · View creator page →

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A very interesting puzzle game! And victory tastes like transformers candy!

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? 

Ah, that makes sense! I didn't realise it was for a jam. (I like to scour itch.io for the most recent uploads and give some feedback)

Anyways, keep up the good work, and good luck fleshing it out, if you plan on doing that!

P.S.: Your English is just fine! 

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

So... I can't close the scroll thing on the gather screen. I figure that's probably the news I have to read every day, so it's kind of an issue...

(2 edits)

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

Jesus fucking christ