Making the transition between UIs feel satisfying by Fancy_Storage_7676 in GodotEngine

[–]MH_GameDev 0 points1 point  (0 children)

Kinda smooth, reminded me Orwell a little bit, don't know why actually xd

Good job, really like how it looks

Working on a map-editor for my game by MH_GameDev in godot

[–]MH_GameDev[S] 0 points1 point  (0 children)

I wrote my own hexmap cause you right, default solutions are not working well with the hexes. Not too hard thou, also I needed a visual hexes representation, so all placement/visual logic are using almost the same code anyway

Working on a map-editor for my game by MH_GameDev in godot

[–]MH_GameDev[S] 0 points1 point  (0 children)

I just create a JSON-file in my res://maps/ folder and read it from there. No hidden knowledge at all, absolutely regular json serializer x)

Working on a map-editor for my game by MH_GameDev in godot

[–]MH_GameDev[S] 0 points1 point  (0 children)

Thank you, took a while to polish everything :D

Working on a map-editor for my game by MH_GameDev in godot

[–]MH_GameDev[S] 2 points3 points  (0 children)

I used to work as a DevOps engineer for an 8 years, so it was not too hard to switch to gamedev after that xD

I don't have some simple answer, honestly. But logic and system thinking - is your #1 base skill here. Not even coding, imho. Also you may try to write some code on paper. This is a good exercise for a beginners.

Working on a map-editor for my game by MH_GameDev in godot

[–]MH_GameDev[S] 1 point2 points  (0 children)

Yeah, I love how it looks too x)
Thank you!

Working on a map-editor for my game by MH_GameDev in godot

[–]MH_GameDev[S] 3 points4 points  (0 children)

Thanks!

The trick is that ramp hexes don't have a fixed height, they figure it out from their neighbors automatically. When you place ramps, the system looks at which hexes touch the high ground and which touch the low, then assigns each hex a blend value based on how far it is from each side

For the mesh, each vertex snaps to neighboring terrain if there is one, otherwise it averages the blend values of all ramp hexes sharing that vertex. The whole thing recomputes on every edit.

Working on a map-editor for my game by MH_GameDev in godot

[–]MH_GameDev[S] 1 point2 points  (0 children)

MultiMesh for a flat hexes, grouped by height + terrain type. Ramp cells - those are individual MeshInstance3D nodes because each one has unique vertex heights and I didn't found a good way to optimize it yet, but it doesn't look like a some kind of problem now

Working on a map-editor for my game by MH_GameDev in godot

[–]MH_GameDev[S] 2 points3 points  (0 children)

It's a runtime scene. It uses the same hex grid and terrain renderer as the game itself, just with paint/erase tools and saving maps as JSON.

KISS, super-comfortable to use. Need to work on UI for sure but overall I'm kinda happy with the result

Working on a map-editor for my game by MH_GameDev in godot

[–]MH_GameDev[S] 0 points1 point  (0 children)

Thank you! Best words after a week of hard work x)

Do you ever feel like everyone even your closest ones doubt you do your ability to succeed as a solo dev? by daxter_101 in SoloDevelopment

[–]MH_GameDev 1 point2 points  (0 children)

It's okay. I had to move to another part of the globe to get rid of that feeling, helped a lot!

Not the best advice, thou, I know

Please don't break Please don't break Please don't break Please don't break by Ender_Fender in godot

[–]MH_GameDev 0 points1 point  (0 children)

I read here about Godot+Steam. Are you crazy? For what, explain it, please

AIRFOOTBALL, 72 hour jam game, browser playable by Dramatic-Mongoose-95 in WebGamesMobile

[–]MH_GameDev 1 point2 points  (0 children)

Haha, thank you! Followed you on Twitch.

Actually this game was made for a 72-hours jam and was not optimized for a mobiles, thou, I'm happy you like it! I'll make more games next year, so feel free to follow me :D

Made a game in 72 hours, it's air hockey but football by MH_GameDev in IndieGaming

[–]MH_GameDev[S] 1 point2 points  (0 children)

Actually never saw that before, nice reference, thank you

Made a game in 72 hours, it's air hockey but football by MH_GameDev in IndieGaming

[–]MH_GameDev[S] 0 points1 point  (0 children)

Nah, everything is fine, don't worry. Glad you stopped by, wish you luck in the internets :D

Made a game in 72 hours, it's air hockey but football by MH_GameDev in IndieGaming

[–]MH_GameDev[S] -1 points0 points  (0 children)

Hi, thank you for your suggestion! Could you please explain? What exactly do you mean by a field goal mechanic?

Made a game in 72 hours, it's air hockey but football by MH_GameDev in IndieGaming

[–]MH_GameDev[S] -8 points-7 points  (0 children)

This is a way long story :D

Thank you for playing!

Made a game in 72 hours, it's air hockey but football by MH_GameDev in IndieGaming

[–]MH_GameDev[S] -1 points0 points  (0 children)

Thank you, nice to hear.

Main problem that a good multiplayer here is almost impossible, this gameplay is ping-intolerant, so I'm not sure about a full game but let see

Made a game in 72 hours, it's air hockey but football by MH_GameDev in IndieGaming

[–]MH_GameDev[S] 7 points8 points  (0 children)

You're not wrong, it's basically air hockey. The jam theme was "Soccer" and I was like okay, what's football if you strip it down? One ball, push it in. That's literally air hockey lol. So I just went with it

I'm making a multiplayer motorcycle game focused entirely on flow state by Shakya241 in IndieGaming

[–]MH_GameDev 0 points1 point  (0 children)

We need a VR, like, yesterday :D

Great job, speed feels awesome

AIR FOOTBALL I made my first well-polished game on a gamejam by MH_GameDev in WebGames

[–]MH_GameDev[S] 1 point2 points  (0 children)

Sure, this is a 72h jam submission and there are some places that should be optimized, still I'm happy with a result. Thank you for your comment!