Enemies – Ben R

Gave it 30 lives because I got bored, unsure why animations are not working as they were before I added the detection zone, and the detection zone also does damage when you enter it for some reason (it’s not even looking at the player’s hurtbox layer)

Mini boss fight displaying future combat

Player Physics – Ben R

Max speed so holding W and D at same time doesn’t make you faster, friction is how quickly you slow down, and acceleration is how quickly you speed up

Little bit much since late post, but the animations are all stored in the animation tree, and the yellow bits with “parameters” get the values of the movement and translate it into what animation to play

Video showcasing movement (might be hard to see since small)

Scene Manager – Ben R

Fairly simple, and honestly feel like I might be missing something with this lab, not sure how I haven’t done it yet

Adding in the relevant portions of my own script related to signals and paths in case I am missing something in the above screenshot

roots and paths in order to obtain external information
Example of signals for animation

Character Animation – Ben R

Just forewarning, death/getting hit are not yet in, as I have not yet gotten to enemies.

Example code, using STATES (converts names to numbers, like a set in math) to swap between walking, idle, ducking, and eventually damage/death
Full sprite sheet, maybe one day?

Designing w Tilemaps – Ben Rosenblum

Short display of first tileset I added to Godot. Elevated, stairs, walls, and features are in another set.
Image of the tileset displayed in the video above.
Image of WIP tileset for multiple heights and additional entities.
Displaying added collision blockers

UI Design – Ben R

A UI from user Buch on Open Game Art that I borrowed the basics from and expanded on to in order to repurpose it for my own game

The numbers are all 5×7 pixels, and the letters as well as LMB/RMB are slightly smaller. (Example layout coming soon)