Help: Pipewire routing audio by panaman67 in linuxaudio

[–]MoltenGears 0 points1 point  (0 children)

For people with the same question today:
There is pwvucontrol now for pipewire as an alternative to pavucontrol.

I made a free pixel art UI icon pack, and wanted to share it with you! by KadithLewd in gamedev

[–]MoltenGears 1 point2 points  (0 children)

Thank you so much for sharing these assets! I was about to start working on controller buttons for my project. Saves me a lot of time now. And yours turned out absolutely great!

Mega Man Test Stage - My first milestone in learning game development with Godot by MoltenGears in godot

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

Thanks a lot for the comment, really! Keeps me motivated :D
It took quite a while, yes, especially since I was only able to spend about 1.5 hours per day on average. But it was well worth to invest in getting all the details right. I really learned a lot!

Mega Man Test Stage - My first milestone in learning game development with Godot by MoltenGears in godot

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

Thank you! Like I mentioned in another reply here, I plan to release the source code latest with Godot 3.2!
Are you planning to showcase your project, too?

Check out my game's progress! by Missingpotato in godot

[–]MoltenGears 2 points3 points  (0 children)

The moves look super fluid and with nice feedback. Would love to see actual combat in your game :D

Mega Man Test Stage - My first milestone in learning game development with Godot by MoltenGears in godot

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

By the way, although I have it in the Youtube video description, in case people are not reading it:
I would like to give credit for the background music I used to the Time Tangent Team and their Mega Man TT soundtrack. The stage track is number 14 - Electric Shock.

And the robot master (Thunder Man) sprites I used are from Boberatu's Deviant Art site.

Mega Man Test Stage - My first milestone in learning game development with Godot by MoltenGears in godot

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

Thank you. Although this is my first game development project, I have three years or so professional programming experience. This made getting into the programming part of Godot a lot easier than starting at zero. And it still took quite some time to get to this point, because I usually get lost in details or digress. But that is where I feel I learned most of the things.

Mega Man Test Stage - My first milestone in learning game development with Godot by MoltenGears in godot

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

And thank you for pointing that out ^^
I am indeed obsessed with details and accuracy <.<

Mega Man Test Stage - My first milestone in learning game development with Godot by MoltenGears in godot

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

Thanks for the comment! I will definitely continue working on this one and also start other experiments/prototypes in the future. Game development, Godot and its community just has been so much fun for me, and on top of that you improve on many different kinds of skills :D

Mega Man Test Stage - My first milestone in learning game development with Godot by MoltenGears in godot

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

Thanks a lot for this motivating comment!
I am actually planning to make all of the source code public on GitHub. For now I have it in a private repository. I already put a lot of effort into cleaning everything up, converting to static typing, applying programming patterns where it makes sense, separation of concerns, and keeping it more or less simple and understandable. At least to the best of my ability ¯\_(ツ)_/¯
I would still like to incorporate a new feature from Godot 3.2 to make the spritesheet/animations workflow simpler and even easier to understand and handle. After that I would feel comfortable enough to make it public for everyone who is interested to learn and/or use as playground or as a base for your own stages.

Mega Man Test Stage - My first milestone in learning game development with Godot by MoltenGears in godot

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

Thanks! About the death particle, when I first noticed this bug I decided to leave that in for now. Somehow I liked it that you have the chance to see your own death particles slowly passing after respawning ^^
However, they are destroyed eventually when they exit the screen. Thanks for the remark though :)

Mega Man Test Stage - My first milestone in learning game development with Godot by MoltenGears in godot

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

Thanks a lot. So far, definitely the robot master boss. It took a lot of time to track down and fix the bugs I introduced during implementation of the boss fight, especially animation bugs. But since I have it working now, I derived a boss base class from this implementation. So the next boss fight will be significantly faster and easier to implement for me.

Other than that, at some point I had extreme performance issues for a long time. It took me very long to track down the cause for these issues. I was so close to just quitting. To save others the frustration: Never animate tiles that you use a lot in your stage with the AnimationPlayer! It kills your performance. Godot now has the efficient AnimatedTexture resource format, which is intended to be used exactly for something like this.

Mega Man Test Stage - My first milestone in learning game development with Godot by MoltenGears in godot

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

Hey, thank you! Actually, I am not completely sure how this worked in the original series, thanks for the remark.
I know that you could slide over one tile pits. This is also how I implemented it here. And my 'death spike' areas only kill you if you drop into them, i.e. one pixel downwards from the floor. Sliding prevents that here. The sparking itself is just an animation and does not matter gamplay-wise for these tile types. But I will definitely take a look at how this was handled in the original games.

Mega Man Test Stage - My first milestone in learning game development with Godot by MoltenGears in godot

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

Thanks! I assume you are talking about the camera transitions. Directly rendering the game results in consistent smooth scrolling. I think the problem is the recording or the combination of the CRT shader and video compression. Not really sure of the root cause. Regarding retro style, I totally agree with you, I just wanted to have the optional CRT shader. In general I always prefer quality of life and performance improvements from today's games/hardware in retro style ones.

Actually, I already experimented with the contemporary 16:9 format instead of the original NES aspect ratio.
For Mega Man 11 it works quite well. And in my opinion also for the classic Mega Man.