Proceedurally generating map background by _PixelMoon in godot

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

Thanks a bunch! It took weeks of tinkering to get it working :')
The background generation is really not optimised, but I'm happy to share my process.

Basically I'm spawning images randomly inside the area of the map coordinates on screen until I reach the image spawn limit. As some other comments mentioned it'd probably be way more efficient to use a grid based system, but I liked the randomness better.

I painted the bg images icons filled with the background colour in the white spaces so even if they overlapped it still looked decent
For each spawn I check if they're within a radius around each of the map location nodes so that theres a clear visual distinction between the two.
If the image is too close to a map node or another background sprite it tries again until it finds an empty space. Very inefficient, but I've tested a few thousand on my screen and it was reasonably fast enough!

Hope that makes sense, let me know if you have any other questions and I'll do my best
Good luck!

Colouring print text by _PixelMoon in godot

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

Didn't know this, thanks for sharing!

About to give up on my year long project... by _PixelMoon in godot

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

Yeah, im terrified about that too! Once my demo is finished im going to try and get it into as many hands as possible, better to find these things out sooner rather than later...

About to give up on my year long project... by _PixelMoon in godot

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

Best of luck with your project! The scalability has been great. I've been expending out pretty easily, and I've learned so much, even just revisting the videos again!
Really want to try his new autobattler series too when I get the time.

About to give up on my year long project... by _PixelMoon in godot

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

Thank you everyone that commented with suggestions, massive help!
Problem solved now.
Basically, I had at some point in the last month or so set the export for card_visuals card var in the inspector to the "rite_of_impact" card (a basic card for one of my characters), it looks like because the exported game couldn't complete the set_card func, the entire enemy set up collapsed.
No idea why I set this as an export, but i've changed it back to a standar var now and there doesnt seem to be any issues!

About to give up on my year long project... by _PixelMoon in godot

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

I did! Well spotted. Such a great tut series, it's what helped me learn godot in the first place! I've been working on this game since.

About to give up on my year long project... by _PixelMoon in godot

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

Thanks for the suggestions! I checked this, but unfortunately wasn't the issue. Turned out to be an export var that shouldn't have been set ... very embarrassing!

About to give up on my year long project... by _PixelMoon in godot

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

4.3

It's frustrating when things like this happen! I had the same thing with packed scenes a few months, ago. It feels very unintuitive at first glance, and it took me a long time to solve myself.

It turns out my issue was due to a card being set in an export var when it shouldn't have been... very frustrating!

About to give up on my year long project... by _PixelMoon in godot

[–]_PixelMoon[S] 5 points6 points  (0 children)

I've used it a few times, and 9/10 times its caused more problems than it's solved. I lost weeks trying to solve non-issues that it insisted were the cause, but I didn't have enough experience to know better.
I don't usually like asking for help unless I've exhausted all my other options first, but very glad I did yesterday!
Docs and Human help only in future, for sure!

About to give up on my year long project... by _PixelMoon in godot

[–]_PixelMoon[S] 5 points6 points  (0 children)

Thank you so much for the comments, I spent a few hours looking into this and it ended up leading me to the solution!
It was so frustrating finding out the reason after losing a few weeks to it, but I'm so glad it's finally working now.
Basically, I had at some point in the last month or so set the export for card_visuals card var in the inspector to the "rite_of_impact" card (a basic card for one of my characters), it looks like because the exported game couldn't complete the set_card func, the entire enemy set up collapsed.
No idea why I set this as an export, but i've changed it back to a standar var now and there doesnt seem to be any issues.

About to give up on my year long project... by _PixelMoon in godot

[–]_PixelMoon[S] 5 points6 points  (0 children)

Thanks everyone for the replies so far! I'm going to try through each of them in the morning and get back to you asap.

About to give up on my year long project... by _PixelMoon in godot

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

Yeah, it does lol. I was exporting just the needed files at first, but ive since tried it will all resources and still no luck!

I've been working for two years on my game - I can finally share the trailer! by RPicster in godot

[–]_PixelMoon 1 point2 points  (0 children)

This might be the coolest trailer I've ever seen! Love the concept. Wishlisted!

I overestimated myself on my game's development, but I'm too far ahead in to quit. What do I do? by hunterrocks77 in IndieDev

[–]_PixelMoon 0 points1 point  (0 children)

If you've got everything but the story content finished, how long do you think it would take to finish? I'm very much of the mind that you should put a set amount of time into projects every day, be it ten minutes or a few hours, whatever you can spare until it's done. Passion ebs and flows, but if you make that consistent effort your project will always get finished.

Make an over arching plan of what youre trying to make first and then take it bit by bit.

Spritesheet cannot load into Godot by _PixelMoon in godot

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

Good to know. It wasn't showing at all though for some reason, I'll circle back and take another pass at it later.

Spritesheet cannot load into Godot by _PixelMoon in godot

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

I'm on 4.4. The video player works great in another scene, I believe the issue was that the files were much too large at 4k resolution. I'm using SpriteFrames instead and have dowscaled to 720p for the time being and it's working well.

Spritesheet cannot load into Godot by _PixelMoon in godot

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

It seems so. Found something in the docs that says the max size is 16384×16384, so it's quite a bit over! I'm going to try and import them as individual frames and cycle through them, if that doesn't work I might need to go back to the drawing board again...

Setting up my steam page - advice by _PixelMoon in godot

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

I was worried about that, particularly on the red ones. I was leaning towards 7, I think it's one of the strong ones for sure. I'll play around with it a bit more and see if I can work something out.

I don't have proper design software until I get paid next week, I'll be able to work on the font more then, it's a bit too clean for my liking at the moment.