bauxitedev / meteorite Goto Github PK
View Code? Open in Web Editor NEWMeteorite is a lowres metroidvania FPS, inspired by Metroid Prime, made for LOWREZJAM 2018.
Meteorite is a lowres metroidvania FPS, inspired by Metroid Prime, made for LOWREZJAM 2018.
When running the project in Godot 3.0.6, it does not show dialog content. Couldn't yet figure out why.
Other than that: Thank you for publishing this fantastic project. I learned a lot from the well designed code and smart use of patterns.
Good day! I really like your project and I wanted to do something similar. Only develop on Unreal Engine. Can I use your idea?
If you want to continue the project with us, we will be very happy :)
Exporting for web seems to be broken currently. Do you think this is an issue with Godot itself or just meteorite?
I've checked the license terms of the Miniml Uni 05_53 font you're using: http://www.miniml.com/fonts/license/index.html
As I understand the terms, provided you purchased a license for the font, you can have it on max 3 computers. Distributing on this git repo and a couple clones from interested users already mean that the license terms are exceeded.
hi, Bauxitedev!
I just came across your meteorite game and would like to have a try & take to look at this implementation inside for learning, and I found myself cannot start a new game due to the following crash in door_generic.gd, which the debugger said: "Invalid get index 'move_to_pos' (on base: null instance)"
# door_generic.gd
func _ready():
var door_list_split = door_list.split(",")
for door_name in door_list_split:
doors.push_back(get_node(door_name))
match bullet_color:
BulletColor.RED: set_doormat_tex(load("res://%s_red.png" % door_texture_prefix))
BulletColor.GREEN: set_doormat_tex(load("res://%s_green.png" % door_texture_prefix))
BulletColor.BLUE: set_doormat_tex(load("res://%s_blue.png" % door_texture_prefix))
for door in doors:
var door_name = door.name
initial_positions[door_name] = door.translation
target_positions[door_name] = door.get_node("col").move_to_pos # crash on this line
It seems like door.get_node("col") is returning null. get_node cannot find "col" node.
Do you have any idea to fix it? Any hint or advices would be very appreciated so I might make a PR for this migration.
Thanks!
In the Godot 3.1 Alpha the player will always get stuck when entering spaces that are only 1 block wide.
I'm trying to run the game on godot 3.1 and the game doesn't show anything, everything is black
I cloned the game and tried it out but got an error while playing:
I'm standing very close to a turret that tries to shoot at me.
Division By Zero in operator '/'.
res://scripts/enemies/turret.gd:39:
var pitch = PI/2+atan(sqrt(pow(look_at_vec.x, 2) + pow(look_at_vec.z,2))/look_at_vec.y)
locals:
pos.x = -25.868
pos.y = 7
pos.z = -6.593
look_at_vec.x = 0.132
look_at_vec.y = 0
look_at_vec.z = -2.593
look_at_vec_2d.x = 0.132
look_at_vec_2d.y = -2.593
pitch.x = 0.132
pitch.y = 0
pitch.z = -2.593
Running Godot v3.1.2.stable.official
Hey, this game is really amazing. I had a problem though as it was impossible to beat the boss since his laser never misses.
I then tried playing on my other monitor, which was 60hz compared to 240hz and I was easily able to out-run it.
This is probably because the eye's rotation was being updated more frequently, with the higher frame-rate.
Cheers, game was great fun when I beat it ๐
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