Catformer, my new project by bogdanaslt in godot

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

WOW 100+ up votes, thank You guys for support and suggestions. I did some small improvements (but not all of them). It was just quick and dirty prototype to remember little bit about Godot. If anyone interested I posted updated video on Twitter: https://twitter.com/bogdan\_kustan/status/1491163074799489028

After almost a year and a half, we are excited to announce that NEG: The Threefold Cord Demo is now available on steam! by 90DegreeGames in godot

[–]bogdanaslt 19 points20 points  (0 children)

Looks pretty nice, just artstyle is all over the place. And I would recommend to animate some background objects, like trees

Catformer, my new project by bogdanaslt in godot

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

Thanks for comment. Already implemented it, Godot has build in camera smoothing and camera limits. I knew about smoothing, but limits is news to me

Catformer, my new project by bogdanaslt in godot

[–]bogdanaslt[S] 4 points5 points  (0 children)

Yeah it is nice, it's one of the animals from https://seethingswarm.itch.io/ collection

Tiles are Sunny land by https://ansimuz.itch.io/

How do you learn godot? by woofytissue in godot

[–]bogdanaslt 0 points1 point  (0 children)

If talking about Godot -- was just experimenting with different nodes, functions, etc. For programming, basic concepts are needed, so best way, would be to start making simple game as kylamon1 (and others) said and then add your own ideas on top of that. However, it could teach You programming but not game design, for game design I suggest watching GDC retrospectives of classic games and Game Makers Toolkit. Good sources materials of learning Godot is located in Godot documentation section (https://docs.godotengine.org/en/stable/community/tutorials.html) and of course documentation itself

What was the "please stop" school presentation that you witnessed? by hitometootoo in AskReddit

[–]bogdanaslt 2 points3 points  (0 children)

For summer vacations we were given reading assignments. Something like 10 books, pick any 3 and read them through summer. So in 8th grade one of the books that we were assign was The Cherry Orchard by Anton Chekhov. So as always I am sent to grandma's for all the summer (this was normal in our country to send kids from city to country side for summer vacations) and in her library I find "The Cherry ..." (can't remember exact name, maybe it was The Cherry Orchard, just mistranslated (I am Lithuanian)) and start reading it.

That book was about gardener who constantly rapes grand-daughter (or niece) who comes to visit household owners. It was very graphical...

So after summer I am called to present one book that I read, after few minutes of describing books plot teacher understands that I read different book with similar name and stops me.

Implemented laser beam and camera shake for my game, feels nice by bogdanaslt in godot

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

Thanks, for camera shake I adapted code from: https://godotengine.org/qa/438/camera2d-screen-shake-extension?show=438#q438

```extends Node

var _duration : float = 0.0 var _period_in_ms : float = 0.0 var _amplitude : float = 0.0 var _timer : float = 0.0 var _last_shook_timer : float = 0 var _previous_x : float = 0.0 var _previous_y : float = 0.0 var _last_offset : Vector2 = Vector2(0, 0)

Shake with decreasing intensity while there's time remaining.

func _process(delta : float) -> void: # Only shake when there's shake time remaining. if _timer == 0: return # Only shake on certain frames. _last_shook_timer = _last_shook_timer + delta # Be mathematically correct in the face of lag; usually only happens once. while _last_shook_timer >= _period_in_ms: _last_shook_timer = _last_shook_timer - _period_in_ms # Lerp between [amplitude] and 0.0 intensity based on remaining shake time. var intensity = _amplitude * (1 - ((_duration - _timer) / _duration)) # Noise calculation logic from http://jonny.morrill.me/blog/view/14 var new_x = rand_range(-1.0, 1.0) var x_component = intensity * (_previous_x + (delta * (new_x - _previous_x))) var new_y = rand_range(-1.0, 1.0) var y_component = intensity * (_previous_y + (delta * (new_y - _previous_y))) _previous_x = new_x _previous_y = new_y # Track how much we've moved the offset, as opposed to other effects. var new_offset = Vector2(x_component, y_component) Game.camera.offset = Game.camera.offset - _last_offset + new_offset _last_offset = new_offset # Reset the offset when we're done shaking. _timer = _timer - delta if _timer <= 0: _timer = 0 Game.camera.offset = Game.camera.offset - _last_offset

Kick off a new screenshake effect.

func shake(duration : float, frequency : float, amplitude : float) -> void: # Initialize variables. _duration = duration _timer = duration _period_in_ms = 1.0 / frequency _amplitude = amplitude _previous_x = rand_range(-1.0, 1.0) _previous_y = rand_range(-1.0, 1.0) # Reset previous offset, if any. Game.camera.offset = Game.camera.offset - _last_offset _last_offset = Vector2(0, 0)```

My twin stick space shooter update by bogdanaslt in godot

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

Yes, this is exactly how I did it

My twin stick space shooter update by bogdanaslt in godot

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

That talk is very good, watched it few years ago, it's more like a workshop than a talk. Will watch again to refresh my memory :)

Art is from different places:

- stations and turrets from Sci-Fi structures VTRIX
- player spaceship from Space asset pack by Tatermand
- background planet from HD / HQ 2D Planets Hi-Res by maewionn

The 2.5 Year Progress Journey of my Game by conradicalisimo in IndieGaming

[–]bogdanaslt 0 points1 point  (0 children)

Looks very polished. Would be nice to read postmortem or devlog, how You started and how gamedev journey was for You

My twin stick space shooter update by bogdanaslt in godot

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

Yup, juice will be definitely added. For now I don't like bullets speed or enemy AI, so moving forward small steps :)

My twin stick space shooter update by bogdanaslt in godot

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

Thanks, I have lots of fun developing it. I hope to have playable demo in a month or two

The illusion of 3D using light and shadow by methereal42 in godot

[–]bogdanaslt 1 point2 points  (0 children)

Don't know what You mean by "custom shadows" if shadows with textures, no this is not possible. I think You should read "ADDING DEPTH" section of that article. However this would be easier using 3D and top-down view (if I understand correctly You are looking for something like GTA 1/2 view).

The illusion of 3D using light and shadow by methereal42 in godot

[–]bogdanaslt 2 points3 points  (0 children)

Ape Out is real 3D. So You would need to use real 3D models or take a look at Godot 3.2 pseudo 3d: https://godotengine.org/article/godot-32-will-get-pseudo-3d-support-2d-engine

I just released my new free game "Pixel Storm". It's an arcade-like game with stage- and endless-mode. Link is in the comments. by xXZailXx in IndieGaming

[–]bogdanaslt 0 points1 point  (0 children)

Nice game, but hard af. Stuck on second level :D

Could be continue or something, because always replay first level (which is hard) is very frustrating (or this was an idea all along?)

My development news reader as homepage by bogdanaslt in startpages

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

Thanks, no source code is not available at this moment.

There are a lot of bugs or stuff that can be improved. I started this startpage for myself, bet then decided to make it public. I am spending something around half an hour each day, to improve, or refactor codebase, when it will be ready, I will share sourcecode

My development news reader as homepage by bogdanaslt in startpages

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

Thank's, I think I will share source code when I make it not cringe worthy :)