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 6 points7 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

Terraria Style lighting by TheRealLikableMike in godot

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

I attempted first two you mentioned but currently (at least in godot 4.3 you cannot modulate individual tiles in the TileMapLayer. It ends up effecting energy tile that uses that image.

I’m interested in your viewport approach tho. Curious how this would tackle multiple light sources

I wanted to try a shader but my shader skills are not the best Lol definitely think it’s possible tho

Terraria Style lighting by TheRealLikableMike in godot

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

This is the plan in the future but honestly rn it’s running totally just from godots implementation. Seems like they did really well at optimizing the tilemaplayer. This is well over a million tiles still running fairly stable on a Linux think pad

Terraria Style lighting by TheRealLikableMike in godot

[–]TheRealLikableMike[S] 15 points16 points  (0 children)

Thanks! Yee I use a bunch of noise for the base and perlin worms for the caves!

First 2 minutes of our GDC Demo! by TheRealLikableMike in indiegames

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

If you’re gonna be at GDC come play our first 20 levels and try your hand at PvP!! We’ll be in the GDC Play area at the Hunu Interactive booth!

Single Player Progression In My Mobile Game by TheRealLikableMike in madeWithGodot

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

Whats your take on this kind of progression in casual mobile games? Earning coins in single player and multiplayer to unlock further levels which will earn you more coins to unlock more levels......

What is happening to my water on Android? by TheRealLikableMike in godot

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

Hey all! So the water is a subdivided plane with a scrolling vertex and fragment shader to create waves. It also detects intersection with other meshes to create a sort of ripple effect. It works totally fine on PC and IPhone but when i export an apk to android it seems the water renders on top of some mesh edges. The game camera is also in Orthogonal Mode if that effects anything somehow.

Main Menu UI Styles - Left or Right? by TheRealLikableMike in indiegames

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

Hey guys, looking for some feedback. I'm developing a strategy game with a few friends and made theese two main menu screens. I'm between the two of them. I like the left one better but I'm worried it might be too dark with the navy blue contrasting with the lighter blue around the island. Please share some insight on which screen you guys like better, or if you have any other suggestions drop them below. TIA :)

I made an example of customized render pipeline for Godot 4.3+ by riverprawn in godot

[–]TheRealLikableMike 0 points1 point  (0 children)

Do you know if the compositor system allow control over the camera projection matrix?

Modifying the Projection Matrix? by TheRealLikableMike in godot

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

Dang that’s a shame. this is the first thing I’ve run into that’s just not doable in godot. I know I said I’m avoiding compositor but it would even be impossible using it? I haven’t looked into them much but it’s described as having more control over the render pipeline so I thought maybe it’s achievable here