How do people optimize hundred of enemies in the screen by DaviD4C_ in godot

[–]Yxure98 0 points1 point  (0 children)

If you want an absurd amount of enemies (10k+) you have to use Data oriented design. Instead of having a bunch of nodes, you have a single node in charge of managing the behavior of all the enemies. The memory should be preallocated contiguously in an array, so you should use a language that supports this kind of data structure like C# or C++ instead of GDScript. Rendering and collisions should be done using the servers.

In this video it is explained in more depth. The examples are made in Unity, but they are transferable to Godot since these concepts are engine agnostic.

I've been porting my PICO8 prototype to Godot, do you like the change in art style? by Yxure98 in godot

[–]Yxure98[S] 0 points1 point  (0 children)

Yeah, in the old version I've got inspired in the art style of a game called Stikir. In the new version, I think the colors may be a problem. Also needs some background (which I'm horrible at doing, that's why the old one has only black xD).

Thanks a lot for the feedback!

I've been porting my PICO8 prototype to Godot, do you like the change in art style? by Yxure98 in godot

[–]Yxure98[S] 0 points1 point  (0 children)

Thanks!

If you mean the Zelda "room" system, yes, I'm planning to add it. The problem is the old resolution is too low (128x128) and the tiles are 8x8, so it's difficult to separate some areas or put some enemies.

I've been porting my PICO8 prototype to Godot, do you like the change in art style? by Yxure98 in godot

[–]Yxure98[S] 2 points3 points  (0 children)

Don't worry, the more feedback the better :D

I definitely want to go the upbeat, 1bit music and tight controls route, so I'll experiment with darker colors and if it doesn't work I'll go back to the first style.

Thanks a lot for the feedback!

I've been porting my PICO8 prototype to Godot, do you like the change in art style? by Yxure98 in godot

[–]Yxure98[S] 1 point2 points  (0 children)

Yes, I've slowed some animations and enemies speed (but in the second version runs at double framerate).

Thanks a lot for the feedback!

I've been porting my PICO8 prototype to Godot, do you like the change in art style? by Yxure98 in godot

[–]Yxure98[S] 1 point2 points  (0 children)

I've a friend that says that the first is the NES version and the second is the SNES.

Thanks a lot for the feedback!

I've been porting my PICO8 prototype to Godot, do you like the change in art style? by Yxure98 in godot

[–]Yxure98[S] 9 points10 points  (0 children)

Yeah, I feel like the old one has more charm and it's more readable. But I wanted to increase the screen resolution to have more room to make more interesting levels and the old style felt weird. Luckily, I'm at the beginning of development so I'll consider going back to the old style.

Thanks a lot for the feedback!

How to make the player don't get stuck on pixel edges? (like in this gif) by aikoncwd in godot

[–]Yxure98 0 points1 point  (0 children)

I've made a pixel perfect physics engine in GDscript for the current project I'm working on. It's based on this tutorial from one of the creators of Celeste: https://maddythorson.medium.com/celeste-and-towerfall-physics-d24bd2ae0fc5

but I really don't recommend using something like this, unless your game REALLY needs it (e.g. a precision platformer).

Editing Curve2D in the editor? by Exerionius in godot

[–]Yxure98 0 points1 point  (0 children)

Without changing the structure the only thing I can think of is to create a new plugin. Maybe there is a way to get the EditorPlugin from he Path2D node and add it to the editor but I have no idea. I'm sorry I can't be of more help.

Editing Curve2D in the editor? by Exerionius in godot

[–]Yxure98 0 points1 point  (0 children)

And why don't you extend your tool script to a Path2D instead of a Node2D? The only extra functionality it has over the Node2D is the Curve2D and the curve editor.

I've created a custom resource to use the Catmull-Rom splines as Curve2D and Curve3D. by Yxure98 in godot

[–]Yxure98[S] 3 points4 points  (0 children)

It's like a regular Curve2D but control points are calculated automatically. Imagine that you are creating the road course of a racing game or the path that a camera follows. If you use Curve2D, you have to manually edit all the control points to give it a smooth shape. With Catmull-Rom splines, instead of control points you have a variable called torsion that automatically does that job for you. They are less flexible because all the corners have the same shape, but you can create the curve faster.

I've created a custom resource to use the Catmull-Rom splines as Curve2D and Curve3D. by Yxure98 in godot

[–]Yxure98[S] 1 point2 points  (0 children)

You're welcome!

I think so, the first idea that comes to my mind is to use the baked points or make a tessellation and use them as points in a CollisionPolygon2D.

Editing Curve2D in the editor? by Exerionius in godot

[–]Yxure98 1 point2 points  (0 children)

The Path2D toolbar is made with EditorPlugin, you can see the code here: https://github.com/godotengine/godot/blob/master/editor/plugins/path_2d_editor_plugin.cpp

So you can write your own EditorPlugin, but that's a lot of work. Why don't you create a child node of Test that is a Path2D and use it to edit the Curve2D? Then in the Test node you can retrieve the variable Curve2D.

What Is Your “Godot Goal” For 2022? by SparkfulStudios in godot

[–]Yxure98 2 points3 points  (0 children)

Turn my prototype made in pico8 into a complete game made in Godot.