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A fun side note, all of the character animations are done in-game. I wrote some tools to help us record controller inputs and used our game's event and key bind systems to control the camera and a bunch of other things

Alanah Pearce@alanahpearce.bsky.social

LAYERS DEEP DEVLOG! Three of us are making an indie Metroidvania about an onion (@layersdeep.bsky.social), here’s what we’ve been up to… and why we declined a genuinely good offer from a publisher we liked, even in these trying times 😬🫠. youtu.be/zZHH5DxWwZY?...

Yoo that's awesome! The kp3 was my first piece of music gear so even though I've thought about selling it, I never could. I've always wanted a reason to try doing something like this and thankfully Godot's MIDI support is super easy to use! I highly recommend it out if you have gear with usb-midi!

I do actually! HMMM No idea if you ever used Unity, but it had this somewhat obscure MIDI control library by, ummmm, someone with a Japanese name. (was it Kenji? Hrm) Anyways I built an Inspector control system around it, used it to tune SkateBIRD physics. So i take it Godot's is more built-in?

I used Unity for solo stuff before their IPO, but never messed with many plugins at that point. That's so cool though, that sounds literally perfect for multi-parameter systems! I was pleasantly surprised that MIDI support is baked right into their input system. Though no input map support yet🥲

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