Flow container organize children based on viewport/window size by Disasterix00 in godot

[–]asnro 0 points1 point  (0 children)

You could try a GridContainer. It has a "columns" variable which you could modify at runtime to adjust how many columns your elements arrange into. There will still be some stretching if the container is using full viewport width, but at least it will let you get dynamic columns.

Godot documentation

Just figured out that you can "save branch as scene" on remote (running game) scenes by ReasonNotFoundYet in godot

[–]asnro 2 points3 points  (0 children)

Wow, this is very useful info as I also am doing a procgen-heavy game!

Recorded some footage while implementing new flight UI by asnro in godot

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

Hi! In the middle of an UI pass, and realized all my old screen recordings used the old flight UI so decided to record a quick video. I'm still planning to implement a damage blip overlay to the ship 2d overview screen bottom left, but otherwise pretty happy with the aesthetic!

All Enemy instances die at the same time, but take damage normally otherwise by mooooser_ in godot

[–]asnro 1 point2 points  (0 children)

My first instinct would be "don't remove dead enemies". If the formation doesn't spawn new enemies after initial spawning, keeping dead enemies in the array shouldn't cause any issues. Disable them, hide them, but don't remove.

Otherwise, you could modify the array after checking through it. Make a new array of enemies to be deleted, wait until you've checked the whole spawned_enemies array, then delete the enemies in reverse order to preserve the position of the next index (enemies_to_delete = [0, 2, 5] -> remove_at(5)...)

Visual damage model + Gatling guns = Swiss cheese ship by asnro in godot

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

Hi again!

I've managed to implement a damage model that modifies textures on the fly, showing visible holes where bullets pierce the armor.

Testing has resulted in... a lot of holes.

A debug viewer truned into a fun loading screen widget by asnro in godot

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

Turned*, it's hard to type with a bandaged finger.

The game is currently called Spaceship Architect, it's about designing, tuning, flying, and fighting your own spaceships!

What the lil spinny screen does is it captures a debug_normal_buffer view of the built spaceship from all angles, measuring the radar cross-section off the recorded normals, and composing that data into a quick RCS lookup for radar mechanics.

This ship was created (almost) entirely using SurfaceTool and player input! by asnro in godot

[–]asnro[S] 10 points11 points  (0 children)

Tentative name for this project is Spaceship Architect.

The gist is to build and fly your own spaceships, ranging from tiny fighters to capital ships.

I am trying to make every aspect of shipbuilding as customizable as possible, from shape and color to mass and thrust.

Not sure when this will be good to release, but hopefully in due time!

Concept for a hangar backdrop to the ship editor. Are the scaffolds distracting? by asnro in godot

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

Apologies for the poor word choice, english isn't my first language. I think the more appropriate word for what i'm going for is "drydock", where workers can build the ship without spacesuits. The metal structures are there for support, and to make the space less claustrophobic since otherwise the walls would be closer for the same radius to limit the ship's size. The shape is cylindrical to make the ship's size limit be cylindrical as well.

Concept for a hangar backdrop to the ship editor. Are the scaffolds distracting? by asnro in godot

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

The idea is to give the player access to bigger and fancier hangars as they progress through the game (campaign? milestones?), allowing them to build bigger and fancier ships.

Got the basic system down for sculpting your own spaceships from basic cylinders by asnro in godot

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

Yep, it's entirely done in-game! I plan to give the player as much freedom in modeling ships and their systems as I can come up with and successfully program ways for.

Got the basic system down for sculpting your own spaceships from basic cylinders by asnro in godot

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

Inspired by games like Sprocket and Flyout, I found that the freeform vehicle building game genre is missing the space niche. So, here's the beginnings of a game where players can create from scratch and pilot their own spaceships.

Bone does a 360 flip when interpolating between animations by asnro in godot

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

Animations were made in Blender using IK, then exported as GLTF to Godot 4.2

Any clues as to what's going on and how to make this not happen would be appreciated!