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love

@love

Joined June 10th, 2026

  • 5Devlogs
  • 1Projects
  • 0Ships
  • 0Votes
a 14 year old that knows java and knows its uselessT_T

working on a movement shooter!

slack - loveTheGodotDeveloper
discord(prefered) - swiftfishi3
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26m 46s logged

mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it

(if you are interested in the project go check out my profile:)

mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it

(if you are interested in the project go check out my profile:)

Replying to @love

1
Open comments for this post

26m 46s logged

mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it

(if you are interested in the project go check out my profile:)

mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it

(if you are interested in the project go check out my profile:)

Replying to @love

1
Open comments for this post
Reposted by @love

39m 57s logged

DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:)

for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video
its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works
also look at those particles(i<3particles)
–please like if you liked it and comment suggestions it really makes me feel better and improve the game

DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:)

for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video
its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works
also look at those particles(i<3particles)
–please like if you liked it and comment suggestions it really makes me feel better and improve the game

Replying to @love

1
Open comments for this post

39m 57s logged

DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:)

for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video
its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works
also look at those particles(i<3particles)
–please like if you liked it and comment suggestions it really makes me feel better and improve the game

DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:)

for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video
its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works
also look at those particles(i<3particles)
–please like if you liked it and comment suggestions it really makes me feel better and improve the game

Replying to @love

1
Open comments for this post
Reposted by @love

1h 53m 49s logged

DEVLOG - 02 (still day one of the project i just do a lot:)

IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00

added teal footsteps and teal bullet holes to emphasize the mix of blue and green
it was implemented using decals which it is the first time i use them so they arent the greatest

as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon…

so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow”

next devlog will probably be today againT_T i just cant stop working on itttt

DEVLOG - 02 (still day one of the project i just do a lot:)

IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00

added teal footsteps and teal bullet holes to emphasize the mix of blue and green
it was implemented using decals which it is the first time i use them so they arent the greatest

as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon…

so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow”

next devlog will probably be today againT_T i just cant stop working on itttt

Replying to @love

1
Open comments for this post

1h 53m 49s logged

DEVLOG - 02 (still day one of the project i just do a lot:)

IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00

added teal footsteps and teal bullet holes to emphasize the mix of blue and green
it was implemented using decals which it is the first time i use them so they arent the greatest

as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon…

so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow”

next devlog will probably be today againT_T i just cant stop working on itttt

DEVLOG - 02 (still day one of the project i just do a lot:)

IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00

added teal footsteps and teal bullet holes to emphasize the mix of blue and green
it was implemented using decals which it is the first time i use them so they arent the greatest

as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon…

so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow”

next devlog will probably be today againT_T i just cant stop working on itttt

Replying to @love

1
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Reposted by @love

19m 30s logged

devlog - 00

today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill)

it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models
for now we will just use this bean with hands

devlog - 00

today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill)

it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models
for now we will just use this bean with hands

Replying to @love

1
Open comments for this post
Reposted by @love

54m 11s logged

DEVLOG - 01 – how the way to teal(just kill) calculates sliding

i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end

how it works: if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player

note:if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly

anyway here is a clip of it in action the game is in a newborn stage so no judging!

–CODE TIME–
(I NEVER USE COMMENTS BE GRATEFUL)

func _calcDownForce():
#calculate the position in the future
var horizontalVel = Vector3(velocity.x,0,velocity.z)
var future = feet.global_position + horizontalVel

#raycast prep
var spaceState = get_world_3d().direct_space_state
#starting above the future pos in case of upward slopes
var rayStart = future + Vector3(0,1,0)
var rayEnd = future + Vector3(0,-5,0)

#setUp rayCast
var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd)
#so we dont hit ourselves xd
rayQuery.exclude = [self.get_rid()]
#now lets shoot this bad boyyy
var intersect = spaceState.intersect_ray(rayQuery)

#results time!!!!
if intersect:
	#we want to return the distance from now to the future
	return feet.global_position.y - intersect.position.y
else:
	#if it hits nothing we are fucking flying lets return so fucking much
	return 0

DEVLOG - 01 – how the way to teal(just kill) calculates sliding

i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end

how it works: if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player

note:if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly

anyway here is a clip of it in action the game is in a newborn stage so no judging!

–CODE TIME–
(I NEVER USE COMMENTS BE GRATEFUL)

func _calcDownForce():
#calculate the position in the future
var horizontalVel = Vector3(velocity.x,0,velocity.z)
var future = feet.global_position + horizontalVel

#raycast prep
var spaceState = get_world_3d().direct_space_state
#starting above the future pos in case of upward slopes
var rayStart = future + Vector3(0,1,0)
var rayEnd = future + Vector3(0,-5,0)

#setUp rayCast
var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd)
#so we dont hit ourselves xd
rayQuery.exclude = [self.get_rid()]
#now lets shoot this bad boyyy
var intersect = spaceState.intersect_ray(rayQuery)

#results time!!!!
if intersect:
	#we want to return the distance from now to the future
	return feet.global_position.y - intersect.position.y
else:
	#if it hits nothing we are fucking flying lets return so fucking much
	return 0

Replying to @love

1
Open comments for this post

54m 11s logged

DEVLOG - 01 – how the way to teal(just kill) calculates sliding

i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end

how it works: if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player

note:if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly

anyway here is a clip of it in action the game is in a newborn stage so no judging!

–CODE TIME–
(I NEVER USE COMMENTS BE GRATEFUL)

func _calcDownForce():
#calculate the position in the future
var horizontalVel = Vector3(velocity.x,0,velocity.z)
var future = feet.global_position + horizontalVel

#raycast prep
var spaceState = get_world_3d().direct_space_state
#starting above the future pos in case of upward slopes
var rayStart = future + Vector3(0,1,0)
var rayEnd = future + Vector3(0,-5,0)

#setUp rayCast
var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd)
#so we dont hit ourselves xd
rayQuery.exclude = [self.get_rid()]
#now lets shoot this bad boyyy
var intersect = spaceState.intersect_ray(rayQuery)

#results time!!!!
if intersect:
	#we want to return the distance from now to the future
	return feet.global_position.y - intersect.position.y
else:
	#if it hits nothing we are fucking flying lets return so fucking much
	return 0

DEVLOG - 01 – how the way to teal(just kill) calculates sliding

i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end

how it works: if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player

note:if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly

anyway here is a clip of it in action the game is in a newborn stage so no judging!

–CODE TIME–
(I NEVER USE COMMENTS BE GRATEFUL)

func _calcDownForce():
#calculate the position in the future
var horizontalVel = Vector3(velocity.x,0,velocity.z)
var future = feet.global_position + horizontalVel

#raycast prep
var spaceState = get_world_3d().direct_space_state
#starting above the future pos in case of upward slopes
var rayStart = future + Vector3(0,1,0)
var rayEnd = future + Vector3(0,-5,0)

#setUp rayCast
var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd)
#so we dont hit ourselves xd
rayQuery.exclude = [self.get_rid()]
#now lets shoot this bad boyyy
var intersect = spaceState.intersect_ray(rayQuery)

#results time!!!!
if intersect:
	#we want to return the distance from now to the future
	return feet.global_position.y - intersect.position.y
else:
	#if it hits nothing we are fucking flying lets return so fucking much
	return 0

Replying to @love

1
Open comments for this post

19m 30s logged

devlog - 00

today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill)

it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models
for now we will just use this bean with hands

devlog - 00

today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill)

it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models
for now we will just use this bean with hands

Replying to @love

1

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