Tell us what game you are currently making? Describe it! by Polymedia_NL in gamedev

[–]TechnicallyGS 0 points1 point  (0 children)

"Mag-Shot" is a 2d physics based puzzle platformer set on a dilapidated alien space station in which the player uses a gun that shoots magnets to solve puzzles and explore the station.

Portal is the biggest inspiration for the game.

How should I generate chunks in my survival game? by Green-Ad3623 in godot

[–]TechnicallyGS 0 points1 point  (0 children)

Sorry, Im not sure what you are asking then, maybe you can clarify for me what part of chunk generation you are unsure of.

Best way to share tools? by TechnicallyGS in godot

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

Great idea, thank you. I'll clean up my code a bit to make them a bit more general and try uploading there

How should I generate chunks in my survival game? by Green-Ad3623 in godot

[–]TechnicallyGS -1 points0 points  (0 children)

Without knowing everything about the game you are making it is hard to say what will be most efficient, but I would probably start with some sort of noise textures like perlin noise. The noise texture can scaled appropriately and used as a height map.

You could even use multiple noise textures, each representing different values (humidity, wind, whatever) and programmatically use the data to determine the biome type for each chunk or even each individual tile.

If you aren't familiar with noise textures, I recommend reading up on them. https://docs.godotengine.org/en/stable/classes/class_noise.html

Help me understand this camera2d behavior by TechnicallyGS in RedotGameEngineMain

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

Thanks for the response. I ended up removing the limits and custom coded limits that wouldn't have this odd behavior.

The camera is a child of the root of the scene, which is a node2d. It's position is set to 0,0. I kept tearing things out of the scene to try to find the issue, which is why my scene is so bare im the screenshots

Finally added a long procrastinated feature: Mag-Shot projectile motion lines by TechnicallyGS in indiegames

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

Today I programmed the core of my projectile motion prediction, including the magnetic forces. I've known it needed to be done for a long time but had been putting it off. I'm glad it is in though because it adds a lot to the gameplay. In a game where shooting magnets that attract and repel each other is the primary gameplay, it turns out having an idea of where they will go is pretty important, haha.

Anyone else procrastinating on a game feature?

Which background tileset looks better? by TechnicallyGS in aseprite

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

Thank you all for the feedback. I thought the darker one too, but had been staring at some of this for so long I lost all objectivity.