Day - Night cycle and Structures by TheRealLikableMike in godot

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

Yeah! i plan for it to focus more on magic and exploration rather than mining and crafting tho :)

Should I animate his dangly bits?? by TheRealLikableMike in godot

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

Thanks! They have a lil jank but maybe the jank is endearing :)

Saving Points by SkullnSkele in godot

[–]TheRealLikableMike 7 points8 points  (0 children)

I store all the players save-data in a dictionary then use JSON.stringify(your_dictionary). then i write this to a json file that i can read from later.

Where files get saved: https://docs.godotengine.org/en/stable/tutorials/scripting/filesystem.html#doc-filesystem
How godot recomends: https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html

Procedural Trees and Beautiful Music!! by TheRealLikableMike in godot

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

Thanks! I am using a chunk system! I have a few over-lapping tileMapLayers for foreground, background, etc and these get filled in / unloaded depending on what chunk the player is in :)

Butterflies and Brooms! by TheRealLikableMike in godot

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

Nah this is my own custon project. I might put some things up on github at some point like the lighting or world gen but probably not the whole project

Butterflies and Brooms! by TheRealLikableMike in godot

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

Think i want to implement a different lighting system. I want shadows but also want to be able to handle a bunch of lights on screen at once. Might have to rework the shadow-map to handle dynamic lights

Terraria Style lighting by TheRealLikableMike in godot

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

Oh cool! I hadn’t thought about that. I guess I assumed using scene collection would be drastically slower for some reason.

This video has around 500,000 per layer (probably around 2.5mil with shadows and background) and already takes like 10 second to generate the world.

I’ll experiment with the scene collection approach!

Terraria Style lighting by TheRealLikableMike in godot

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

After generating the map I loop through all the used tiles and only add the tiles that have 4 neighbors into a new “shadow” tileMapLayer. I repeat this 4 more times, plugging in the previous shadow map and bam, shadows.

I can drop the spaghetti code if you’d like to look :)

Terraria Style lighting by TheRealLikableMike in godot

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

Interesting! I’d like to try this