Thank you for playing! I'm glad you enjoyed it!
andyman404
Creator of
Recent community posts
- If I don't use Godot in a few months, even after making multiple games with it, I forget almost everything, especially the XR stuff
- Godot is really easy and quick to relearn.
- Working with rotations via quaternions is still a pain with Godot, especially with scaled objects. Maybe I have to use just direction vectors and look_at to rotate something without messing with its scale or dealing with the Vector3 rotation angles?
- For rigidbodies, if you want to directly set its linear velocity and rotation every frame, you need to use _integrate_forces in your code, and turn on its custom integrator option in the editor
- How to use audiobus for getting the volume level from the microphone
- When doing pooling of objects, you can remove objects from the tree and disable visibility/process when they are inactive. When using that object, put it back in the tree and enable visibility/process. I miss just setting something active/inactive from Unity.
- There's a plugin, CurveMesh3D for drawing curves.
- There's a plugin, Jiggle Bones, for making parts of the skeleton jiggle around with fake physics.
- Use BoneAttachment3D to get the transform of a bone from a skeleton. Accidentally turning on "override pose" on that bone attachment can really mess things up though. And even when you turn it off, the bone doesn't go to its default transform, it just stays in some arbitrary place.
Cool tower defense concept! Lovely voxel art! Congrats on making all this for the jam. I couldn't get the pages to turn initially and gave up. I had to come here to the comments to finally figure out how to get it to turn.
For anyone else with trouble flipping the page, you need to point your left controller to the word "flip", and then press the grip to get it to turn. It won't turn with the trigger, nor will pointing to the page and pressing grip work.
It worked through Meta Quest Link on Windows 11 with a Quest 3 for me eventually. The first time I ran it, it just stayed in the Godot loading screen with music. It worked the second time trying to run it though, with no change. Not sure what happened.
Lovely gallery! I loved how the photos became 3D after the summoning and head patting. I'd appreciate some snap turning to avoid motion sickness, but hey, it's a game jam game and I appreciate what you made here!
Congrats for making a game for the jam! I was able to find the orb for the fire/lava orb. Things got kinda messed up when I went into the earth maze though as the colliders and meshes weren't lining up, and I was having to deal with invisible walls, while heavily motion sick.
I had a really tough time with the locomotion/turning with motion sickness so I had to quit before I got too sick. The locomotion acceleration curve in the game was really tough to stomach. With thumbstick locomotion, you really need to deactivate all acceleration with the movement, and just have it be still or moving at a fixed velocity, to reduce motion sickness. Also, a snap turning option would help for those who are not turning in person. Here's a helpful article on reducing motion sickness for your players in VR.
The APK build worked fine on Meta Quest 3 natively.
Here are the hand gestures for anyone who hasn't figured it out or watched the progress videos:
Clench fist: hold them clenched to charge up some magic. And then do one of the following...
Thumbs up: grow grass/plants
Point with index finger: fireball
Thrust out with fingers spread: lightning
It was fun growing grass and zapping/blasting my wife who was intruding in my VR space!
Thank you! It'd definitely be interesting to make a full game out of it, or even a half game :) Oh I wish the jam were just 1 day more. During a the jam, all I would have needed were a few more hours to build some actual levels for after the tutorial. Somehow I slow down tremendously outside of jams as perfectionism takes over, and it would take many weeks/days to do the same thing.
Thanks! I'm glad you remembered "Your Hand is a Duck". This is the 4th game in my "Your ___ is a ____" series of XR game jam games. Your Hands are Ghosts, Your Head is a Hammer, and Your Hand is a Duck were made in Unity. This is the first one in Godot!
Sorry, it won't work with Valve Index because it requires optical hand/finger tracking currently. It doesn't work for controllers yet - I simply didn't have time during the jam to make a separate control scheme for controllers. If you have a Quest 3, it should work either in standalone or through Meta Quest Link. Both need the camera's hand/finger tracking enabled first.
Here it is! Thank you for lending your voice on such short notice! https://andyman404.itch.io/your-hand-is-a-dragon
Anyone available to do some voice acting? This game jam game is purely for fun and practice. It's too noisy here. I need a female dragon voice that is easy to understand, and a clean dry recording. It doesn't have to be a rough monster voice. Perhaps a little more elegant, and magical. Dragons are eloquent and ancient.
Emotion: a sense of anger & vengeance. Add some space between the paragraphs so I can snip them. Go ahead and record it and post the link to the wav or mp3 or ogg. Thank you!
Here's the script:
While you deeply slumbered,
wizards plundered your nest.
Your eggs are gone,
fuel for wizards' magic.
Fools. Blind. Arrogant.
Their walls won't save them.
Their magic won't stop you.
Fire will burn flesh and steel.
Claws will tear stone.
Fangs will devour magic.
No fortress can stop a mother’s wrath.
Let them hear your roar!
Here's my progress so far. I'm making a hand-tracking game where your hand is a dragon, and you're flying through a gauntlet of towers, castles, ballistas, with aerial dogfights with wizards and witches casting spells.
I just started yesterday and so far I only have the dragon, and its handtracking control/mouth/flying mechanic, and some very boring proc-gen terrain with no castles yet. I quickly drew the dragon in OpenBrush in VR, and cleaned/rigged/animated it in Blender, and then brought it over to Godot. The neck of the dragon is made using the CurveMesh3D plugin. The tail is jiggled with the JiggleBones plugin.
Not sure how far I'm going to get with this and the deadline soon coming, with Valentines day, then my wedding anniversary, and then my birthday, and trying to relearn Godot after forgetting a lot after a few months away from it. The next step is to make the dragon breathe fire when it keeps its mouth open, and add some destructible castle walls to the proc-gen.