I find this most relevant with UI. For example a label that displays the name of the current level. I don't WANT to create and organize a separate .gd file for this. I want the script to just be owned by the node as part of the tscn file.
Cluttering the file system with one-off files that won't be reused doesn't feel the cleanest to me.
Simultaneous play in Billabong is just too frantic. A game can be over in seconds. I'm thinking to slow it down by limiting each player to only one flow in progress at any one time, and slowing down the flows so that players have more opportunity to block flows that can capture a large amount of the maze.
On the plus side, the game creates some really pretty patterns.
Yesterday I was surprised to find that the Liikennematto devlog that I posted last week had made it to the front-page of Hacker News. It's still there!
Some results from the exposure:
7.8k unique visitors / 8.7k page views
500+ browser plays on itch.io
about 30 new stars on GitHub
many followers here
Also: 4x traffic vs. Firebase free quota. Had to create a billing account to keep the website live.
Streaming Day 3 of my Spring Lisp Game Jam project right now!
Today I'll start building the interactive script editor that will enable you to edit the logic scripts for the game's monsters. This will be my first attempt at writing DOM-manipulating UI code in Hoot so it should be fun!
Update 1.11! Just a couple of new rooms this time, I'll definitely return to this area and add some interactive bits. Link in bio! #gamedev#pixelart#disneyland
In case you missed it, here's me hanging out with Id Software co-founder, and metalhead cool person John Romero, and other indigenous gamdevs! https://t.co/tFx644bj4y #retrogames#gamedev
Streaming Day 2 of my Spring Lisp Game Jam project right now!
We'll continue building out the game world by adding a few game objects and possibly wiring up their basic logic. If we have time, we might start working on the interactive editor!
sigh
Could do with some help with Godot
I can't see how to align scene-swapping, collisions, and gridmaps...
I have a Main Scene, that has scene-swap code, and 2 scenes (town, dungeon)
I populate a town gridmap with floor tiles, and a random stairs tile
I then swap out the stairs tile for a stairs scene, that will have collision signal, to tell the Main Scene Switcher to move to Dungeon.
But I can't figure this bit.
Progress
Town Scene proc-gens a grid, including randomly placed stairs tile
Stairs tile is replaced by Stairs Scene
Next: add collider for scene transition to Dungeon
Put together another room transition, this time for the fake door prop that swings open. i always really loved this effect on rides despite how basic it is, though i might be signing up for too much considering how many of these I'll have to make transitions for in the end... #gamedev#pixelart#disneyland
Still in need of y/z-indexing for visuals, but the collisions are working.
Colliders are defined in Tiled by visually placing vertices on the tilesheet. collider information is read when building the bevy_ecs_tilemap tilemap and translated into bevy_xpbd Colliders.
player is a kinematic rigidbody with a ellipse collider placed on a child entity. level colliders are static.
the switch plate in the middle is also a sensor, which is data added in Tiled as well.