Gamedev progress! Baby steps! I take baby steps, (I learn the basics of godot,) and my baby takes steps! (My oc walking around in a little game world.)
There she is! There's my little girl! You're doing amazing sweetheart! ヾ(≧▽≦*)o
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Gamedev progress! Baby steps! I take baby steps, (I learn the basics of godot,) and my baby takes steps! (My oc walking around in a little game world.)
There she is! There's my little girl! You're doing amazing sweetheart! ヾ(≧▽≦*)o
Got IK working for the spider legs, as well as some basic menuing. The IK took some research since most of the tutorials used the bone modification stack which has since been removed, so I had to find one using the deprecated SkeletonIK3D. On the plus side, the tutorial I found also showed me a better way of handling raycasts. And with that, I'm now caught up to where I was before swapping engines.
Started importing my models and animations and hooking them up. The animation player is a bit more robust when calling it in script, so I ended up going that route instead of through an animation tree.
Holy fucking shit!!!
Got a super basic character controller, and I've got a handle on how scenes are used (basically a hybrid of unity's scenes and prefabs). I also didn't get any of the weird janky behaviors that unity had with physics calculations (like how Grounded was completely broken), so this may just end up for the better after all.
I just got Godot. I made a cube and saw a field "Custom AABB", which I wasn't quite sure what it was, and the hover text didn't clarify. I then noticed that right-clicking gave me an "open documentation" option. It pulled up a window of the documentation INSIDE GODOT! Why is this not the standard pattern for literally everything? Why does everywhere else expect me to pull a website with a janky search algorithm that doesn't even tell me which version of the documentation they have just to find that the feature name changed in the newest version and the old documentation was taken down.