Rokojori Action Library is now on version v0.3! ::/_graphics/rokojori-action-library/rj-action-library-header-icon.jpg NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS image/svg+xml image/svg+xml image/svg+xml Rokojori Action Library v0.3
Update to version 0.3
image/svg+xml image/svg+xml Update to version 0.3 image/svg+xml







Summary
The second entry with a proper blog entry and a very new exciting project: Winter Tales. The main goals were to create and export a windows exe of a 3rd person game, playable with mouse/keyboard or controller.

All downloads, installation and insights can be found here: WinterTales Project Look at the Rokojori Action Library Overview or see all v0.3 Issues here at the gitea repository



3rd Person Essentials This update focused a lot on having a decent character controller that is configurable and extendable.
AreaCaster
This new Caster is different than the MultiRayCaster . It uses a collider instead of multiple raycasts. Used by Pointer to point at game objects.

GameObject GameObject3D
Although scenes are nice, having a root class or entity (that is not the physics component) was missing for me. They have some default properties that can be setup (like origin/pivot node3D or physics root) and have some editor functions like hiding children, centering on children or pivot on floor.

Grounding GroundingType
The grounding replaces Godot's physicsbody3D onFloor. It was not reliable enough for some features like stepping. The first and only implementing type is DownGroundingType , which allows to use a ray to detect grounding.

Gravity GravityStrength
The updated gravity has now a configurable strength, which can be used to define the physical force with different types and additionally a different strength when falling:

EarthGravityStrength using earth gravity with a multiplier
HeightDurationGravityStrength computing gravity through height and duration of a jump
ReferencedGravityStrength referencing another strength with a multiplier, useful for relative falling strength
RawGravityStrength for putting the force directly

Jump JumpStrength
Similar and to match gravity, jumps can now be defined by configurable strengths:

HumanJumpStrength using typical human strength with a multiplier
HeightBasedJumpStrength computing the strength with gravity to reach a height
HeightDurationJumpStrength computing the strength through height and duration of a jump
RawJumpStrength for putting the force directly

MoveAndSlide
MoveAndSlide now has a stepping function, which allows to ignore small steps when moving forward.

Wipes Wipes were reworked as compositor effects (and the old prototypes removed). Now multiple wipes can be used to create transitions.
WipeEffect BaseWipeEffect
Wipe effects are standardized as fx that can be played forwards and backwards by using its state from 0 to 1. Base wipe effects are wipe that use a color gradient for the state and blendmodes:

CircleWipe classic circle wipe from a center
DirectionalWipe from one direction (or additionally the opposite, too)
NoiseWipe uses perlin to blend the wipe
InOutWipe can be used to use two different wipes for in/out

Flares Finally the flares, that I already showed on social media are now included in the library. You can find them inside the library in
res://.../Runtime/Shading/Shaders/Flares/EllipseFlare

There are three files, one base and two for the blend modes:
res://.../EllipseFlareBase.gdshaderinc
res://.../EllipseFlareAdd.gdshader
res://.../EllipseFlareMix.gdshader

And more... A lot of other things were added like:
QuitApp TweenMusicVolume SequenceActionReference

TimeLine now has a pause setting, the UI system supports now modulation (including self modulation) and some bugs in UIInputInfo are fixed.

Also the build process of the docs was fixed, since we now are way above 1000 classes in the Rokojori Action Library, which was a security limit before.












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