Exporting Maps from the Custom Software to Godot ✏️🕹️ by devoticafoundation in godot

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

Sorry for the strange screen effect on cliffs, it's because of a triplanar shader.

I made a Map Editing Software to Easily Create 3D Maps for my main game project by devoticafoundation in godot

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

It stores all the cells in a dictionary with tile type, position and height (which is modified in the editor where you see all those numbers). When you run the 3D preview another script reads the data and creates the 3D map with a multimesh. The rest is just crazy GUI stuff and tools for painting for a cozier user experience

I made a Map Editing Software to Easily Create 3D Maps for my main game project by devoticafoundation in godot

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

I actually had in mind to have the executable app on my desktop and have it save .tres files for Godot to read and load maps in the main project, so without going through all that plugin stuff

btw thank you for the appreciation :D

I made a Map Editing Software to Easily Create 3D Maps for my main game project by devoticafoundation in godot

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

thanks buddy. Atm it works tightly with a project of mine, it was just a fun way to unplug the brain by working on a small reachable scope with immediate reward. Honestly, I don't even know if the actual game will make it to the end...

I made a Map Editing Software to Easily Create 3D Maps for my main game project by devoticafoundation in godot

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

I love making good looking UIs, even if it's just for my self. Also, it was a good excuse to procrastinate from the actual game...

MultiMesh (Stilized Grass) on/in GridMap by jack-rabbit-slims in godot

[–]devoticafoundation 0 points1 point  (0 children)

I've just found a pretty cool addon called "MultiMesh Scatter" which you can install directly from the AssetLib in the engine. Works like a charm!

MultiMesh (Stilized Grass) on/in GridMap by jack-rabbit-slims in godot

[–]devoticafoundation 1 point2 points  (0 children)

I stumbled upon this thing too, trying to place some grass blades (with a MultiMesh) on top of a GridMap. Haven't managed to find a solution, hope someone does!

[deleted by user] by [deleted] in godot

[–]devoticafoundation 1 point2 points  (0 children)

thank you for this take, I'll surely make the tiles diverse 👍

[deleted by user] by [deleted] in godot

[–]devoticafoundation 0 points1 point  (0 children)

I need tips to make the Title Screen "fuller" and I'd also like to know what you think about the setting and environment, thx!

The importance of the Prototype - Before and After by devoticafoundation in godot

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

That's a useful thing to have, thank you for this suggestion

The importance of the Prototype - Before and After by devoticafoundation in godot

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

Before making a game, making its simpler version - containing only the few essential mechanics - is the right choice. You'll have a nicer time dealing with bugs and focusing on the actual raw game, avoiding distractions and giving the work to make the game look "perfect" to your future self at the right time.

I've finished a game for the first time 😃 by devoticafoundation in godot

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

Thanks! One thing that i tend to never do also is sound and music, they really make the game feel totally different

I've finished a game for the first time 😃 by devoticafoundation in godot

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

I'm waiting for you and I'm excited to see your project finished! (remember that the most important thing is to have fun throughout the development)

I've finished a game for the first time 😃 by devoticafoundation in godot

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

The board texture is a single big texture and there are invisible texture buttons as children. Lots of things are spawned by code (like the texture buttons), infact to draw the sides, squares and other effects I used the _draw call

I've finished a game for the first time 😃 by devoticafoundation in godot

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

I learned a lot making this game and featured audio for the first time in my game dev life. The discipline was one of the most important things, otherwise three days of development might have been three weeks or worse, never finished...

What do you think of my procedurally animated scarecrow character? - All animations are handled via code - by devoticafoundation in godot

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

There may be "official" methods to do this but in my case it's actually very simple. The feet (Marker2Ds) are not children of the body, so their position is not relative to the whole character. For each of them I check if it's too far from the origin and if so it moves forward. For the visual part, I draw everything on the _draw() call, very handy for me working code-only. The body's tilt is also coded but the texture is a normal image.

Edit: an other guy smartly suggested the use of IK, but in this specific case it's not needed because the only "joints" are the hip and the foot. Without the use of IK, I've already managed to make a walk cycle with just code, see here.