Guano TV - My First Game Jam

Hi all!

Please try out my first ever small game project that I created for the GameDev.tv Halloween jam!

I know it’s riddled with bugs, simple, and not very refined, but I’m very proud of what I created in just 10 days :slight_smile: .

If anyone can help me with the following bugs that I couldn’t figure out I’d be so thankful!

  1. Audio buzzing in the background. I cannot figure out what’s causing it at all. I think it has to do with the function I created for the walls lowering and rising. I suppose I may need to share my project for specific help lol.
  2. If you hit the tops of the launching pumpkins from too high, the launch doesn’t act correctly. Instead of the intended controlled flight to a new zone, the character gets free flight which breaks the way the game is supposed to be played. I think it has to do with the thickness or location of the area 3D node above the pumpkins?
  3. Cubes interact in a weird way when stacked.
  4. How in the heck do I apply the velocity of moving platforms to the player character, so the character moves along with the platforms velocity. Couldn’t figure that out.

Thank you GameDev.tv for the Godot courses that got me started in game dev!

Not bad at all! I can confidently say this is the best computer-throwing, block-tower-spawning, bat-fart-sploding experience I’ve seen in a while =)

1: I don’t think this happened to me (if it did, I didn’t hear it, and I was checking). If you haven’t already, you might want to try instantiating a new ASP each time and giving it a time-to-live instead of using stop(). That’s not a superior method or anything, but it would appear less likely to allow for an issue like what you’re describing.

2: Didn’t experience this either, but if it’s a scripted sequence, you could try disabling the collision of anything that you think might be getting in the way. No idea really, I’d need more data about the problem.

3: Yup. This might be fixable by making the cubes sleep after a certain delay, and/or when their global_position delta frame-over-frame reaches a tiny value (ie the cube is shivering in place). You could also experiment with StaticBody3D, which wouldn’t have this problem, but also wouldn’t move at all (maybe one could be spawned to replace the dynamic cube when it would otherwise be made to sleep? Just an idea).

4: I haven’t played around with that very much, but it looks like AnimatableBody3D might do this automatically. You could also just detect when the Player is standing on (not just bumping into) a platform and add that platform’s velocity to the Player’s velocity. That’s more or less what would be happening under the hood anyway if there is indeed a built-in way to handle this, and it seems like there should be.

Thanks a ton for the feedback and help :slight_smile: .

I think if I ever advertise this game, I have my sales quote! “I can confidently say this is the best computer-throwing, block-tower-spawning, bat-fart-sploding experience I’ve seen in a while” - CoreyKnecht

I’ll look into your recommendations and pretend I know exactly what you’re talking about - I’m sure I’ll figure it out with one research :slight_smile: I appreciate gamedev tv for making it even possible for me to create an actual start to finish mini “game”.

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