#TIL you can align post previews in Instagram (hold post > options)
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Animations in Godot: late evening findings I
Given a model skeleton (e.g. arms + body + legs) and some animations for it, we can setup a simple Start β Idle pipeline so that model goes into Idle animation on start.
For movement animation, we need to blend 4-5 animations into one based on character's direction and speed, and there is a
Now, with
and
we will have a smooth movement animation by providing a point on this chart which will represent character's movement state
Given a model skeleton (e.g. arms + body + legs) and some animations for it, we can setup a simple Start β Idle pipeline so that model goes into Idle animation on start.
For movement animation, we need to blend 4-5 animations into one based on character's direction and speed, and there is a
BlendSpace2D node that does exactly this: given calculated blend position it's mapped onto a 2D space with sideways animation on the negative/positive X, forward at the negative Y and backwards at the positive Y, blending those into a final one based on the input.Now, with
Start β IW
and
Backwards
οΈ²
Sideways β Idle β Sideways
οΈ²
Forward
we will have a smooth movement animation by providing a point on this chart which will represent character's movement state
Animations in Godot: late evening findings II
That being said, we can easily add a short one-time animation such as Cheering, by doing
where
This will, however, result in a character sliding on a floor like a penguin on ice if we try to walk while cheering, because Cheer animation doesn't have legs movement.
That being said, we can easily add a short one-time animation such as Cheering, by doing
Start β IW ββ’ Cheer
where
Cheer is being manually fired and automatically returned to the IW once finished.This will, however, result in a character sliding on a floor like a penguin on ice if we try to walk while cheering, because Cheer animation doesn't have legs movement.
Animations in Godot: late evening findings III
To solve this, there is a
I.e. by putting Locomotion and Cheer animation into OneShot
we can have a nicely slapped Cheering animation on top of smooth movement π
To add more one-shot animations we can basically chain
P.S. I wrote a ton about animations in private chats so decided to drop it here, π if I should stop doing this since I will have a lot to post while replicating the SneakOut
To solve this, there is a
BlendTree node that provides a way to build more complex pipelines. Moving BlendSpace2D into BlendTree as Locomotion start node and connecting it to tree's output will result in same behavior space had; then we can use a OneShot node which takes two sources (in and shot), optional skeleton filters (e.g. arms only) and, when fired, overwrites filtered skeleton parts of in with shot.I.e. by putting Locomotion and Cheer animation into OneShot
Locomotion β Cheer_OS β output
^
Cheer_A
we can have a nicely slapped Cheering animation on top of smooth movement π
To add more one-shot animations we can basically chain
OneShot nodes since they return untouched in animation when not fired, i.e. only fired node of chain will be playedP.S. I wrote a ton about animations in private chats so decided to drop it here, π if I should stop doing this since I will have a lot to post while replicating the SneakOut
π2
β π Wall-through outlines and highlights in Godot
Not that good for outlines (insanely simple but has requirements to the model), but highlight is really nice and performant thanks to utilizing Godot internal rendering system
P.S. A nice outline shader by community
Not that good for outlines (insanely simple but has requirements to the model), but highlight is really nice and performant thanks to utilizing Godot internal rendering system
P.S. A nice outline shader by community
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πͺ Godot + Steam + SneakOutβ’οΈ
Took me about a week of daily LLM talks, FAAFO in editor, a few YT videos, a few articles, a ready-made asset pack and 250 hours in SneakOutβ’οΈ. Open-source & coming out to Steam soon.
Amazing engine for your amazing game ideas.
GitHub
Took me about a week of daily LLM talks, FAAFO in editor, a few YT videos, a few articles, a ready-made asset pack and 250 hours in SneakOutβ’οΈ. Open-source & coming out to Steam soon.
Amazing engine for your amazing game ideas.
GitHub
AoC 2025 and on will have only 12 days, ending mid-December.
Why did the number of days per event change? It takes a ton of my free time every year to run Advent of Code, and building the puzzles accounts for the majority of that time. After keeping a consistent schedule for ten years(!), I needed a change. The puzzles still start on December 1st so that the day numbers make sense (Day 1 = Dec 1), and puzzles come out every day (ending mid-December).
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#TIL
editor.cursorSmoothCaretAnimation preference enables smooth cursor animation in VSCode(s)π6