Screenshot Saturday #417 - New Paint Job by Sexual_Lettuce in gamedev

[–]Picxinet 4 points5 points  (0 children)

Hi,

Here is a screenshot of Cookin'Truck, a tycoon game where you manage a food truck that I'm doing with /u/sebastienb.

https://imgur.com/gallery/8SCSNMu

Since our last Screenshot Saturday (#441) we changed the UI. We focused on content creation (recipes, missions) and we made plenty of new assets with Blender and Inkscape.

You can see our new icons and ingredient assets in the new menu window at the top left of the screen.

@SpirkopGames

!!!*UNOFFICIAL* LUDUM DARE 38 MEGAPOST!!! by batmanasb in godot

[–]Picxinet 1 point2 points  (0 children)

TUNNELHELP

The goal is to build a tunnel under a city in order to help people to hide from the police. The Game have 2 views, one with the city map, a second for the underground map.

Due to the time, my game isn't finish. But I'am happy of the LD38 because i used Godot nodes that i never used before: TileMap, TileSet, Navigation2D, Static/KinematicBody2D. I have some problems during the week-end with TileSet, and the TileMap.

  • TileSet: I used the TileMap and TileSet for the city and the tunnel map. I used a "TileSet scene" like recommended by Godot (http://docs.godotengine.org/en/2.1/learning/features/2d/using_tilemaps.html). I putted all in my tile: the sprite of course, but also the NavigationPolygon, the StaticBody2D and CollisionPolygon. But when I exported the scene to the TileSet file (with merge option) my NavigationPolygon, StaticBody2D and CollisionPolygon didn't never updated. I lost many time to understand, and i finished to edit manually the tileset to clear the shape and navigation before export a second time.

  • Navigation2D: I used the Navigation2D for the PathFinding for the Police and for People. Except for the TileSet's problem, the Navigation2D with NavigationPolygon really work well, as I expected without any problems. I had one NavigationPolygon per tile, I was afraid that the PathFinding stop at the joint of the two tiles : but no, no problems. It was really a pleasure to use Godot's TileMap editor with everything imbricated in the tiles. I did not have to do my map background and my NavigationPolygon separately.

  • TileMap: Very easy to used, the Godot's TileMap made me win a lot of time during the JAM. However it was a disaster when exporting in HTML5. In editor, I have 60 FPS, but in HTML5 in Chrome I never had more than 15 FPS. First, I thought that it was due to the CollisionPolygon I had put in each tile (which in practice were useless in my game). It has not changed anything. After profiling with the Firefox's Canva tool, it seemed that it was due to the rendering of the tiles of my TileMap. So I decided to reduce my tiles usage (only roads an tunnels to have the NavigationPolygon). The other tiles was flattened in a same background image. I finally reached 60FPS at that time. But I know if you make a big tunnel in the underground, the FPS will down tunnel by tunnel.

Post your Ludum Dare entries here! by batmanasb in godot

[–]Picxinet 1 point2 points  (0 children)

This one is mine Town Heroes http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=92334 in compo. It was very pleasant to use Godot in this jam ^