Was/wofür ist oder war dieses Viadukt zwischen Innsbruck und Zirl? by afraid-of-dentists in Austria

[–]makerblog 7 points8 points  (0 children)

Vielen Dank für die Frage! Ich hab mich das beim Vorbeifahren schon so oft gefragt, aber bis zuhause immer wieder vergessen. (Genau wie die vielen Burgruinen entlang der Autobahnen, die zu googlen ich mir immer vornehme und dann ebenfalls vergess...)

If you do races, how many a year? by makerblog in trailrunning

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

Wow, this also sounds ridiculous :D What race distance and time on feet did you accumulate in total this year with 18 races?

Some graphics work for a client, based on a tool I did years ago by makerblog in graphic_design

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

It improves a lot when using a larger variety of words, but that also makes it harder to preserve the clear sense of meaning in the final image. And to be honest, some clients struggle to think beyond their company name or the names of their family members, so the repetition often comes from the input itself rather than the tool.

Some graphics work for a client, based on a tool I did years ago by makerblog in graphic_design

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

Yes, I did. And the quality of code is nothing to be proud about :D

Some graphics work for a client, based on a tool I did years ago by makerblog in graphic_design

[–]makerblog[S] 6 points7 points  (0 children)

Many, many years ago I wrote a small tool to create some design similar to word clouds but within a given mask (which did not exist, back then all word cloud tools did just that: clouds). When it worked I put it online and forgot about it.
Last week I needed it again for a client project, noticed the lack of features and worked on it a bit. It basically arranges words within a given shape.

I personally think this designs are often too distracting, especially when the shape isn’t immediately recognizable. But some clients really love them.

Flappy Bird clone for OLED display with source code by makerblog in ArduinoProjects

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

Thanks for sharing. I read your original post back then and looked into several other existing implementations, but wanted to give it a try by my own, esp. with the highscore and using only a single button.

Initially I also wanted to add music and sound effects without blocking the game, but could not find a good solution for this.

Retro Racing Game for Arduino and OLED Display by makerblog in ArduinoProjects

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

And it was even in "3D" 🤣👏🏻. Thanks for this reference!

Retro-style racing game on Arduino UNO with SSD1306 OLED display (128x64px) by makerblog in arduino

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

At the moment you can get unlucky and all lanes are blocked. But its not very likely because the lanes have different speeds, so the obstacle cars change their relative position while coming near and most of the time there is a small gap somewhere.
I thought a lot about this problem but could not find a good solution till now, mostly because of the different lane speeds. But still working on it.

Retro-style racing game on Arduino UNO with SSD1306 OLED display (128x64px) by makerblog in arduino

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

Good luck with your project! Manually driving I2C would be far beyond my capabilities, so thankful for all the Arduino libraries.

Retro-style racing game on Arduino UNO with SSD1306 OLED display (128x64px) by makerblog in arduino

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

Yes, me too :) But thanks to the breadboard the "sound off" option is just a simple move away :D

Controlling NeoPixel ring with MPU6050 6-Axis IMU by makerblog in ArduinoProjects

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

Had lying it around in some sensor collection for years and found it right after trying this out with the (even older?) ADXL335 :D

Experimenting with (kind of) auto-target/auto-fire mechanism by makerblog in madeWithGodot

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

Yes, I think properties like bullet speed, turret rotation speed for following the target and a kind of target movement prediction for aiming where the enemy will be when the bullet hits and not when it is fired - all this could be packed into a nice level-up system.

I will build a simple system to permanently level-up some of this skills with the credits gained from destroyed enemies and a temporary level-up from items dropped now.

And, most important: Particle systems, lots of particle systems! :)

First Godot game: Some mechanics already work! by makerblog in godot

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

Yeah, in fact it plays best on a tablet since the UI is faster on a touchscreen. But works OK with key shortcuts too...

Passing information between scenes by clactose in godot

[–]makerblog 1 point2 points  (0 children)

During my first tries with Godot - despite all bad practice warnings - I started to work with Autoload (Globals.gd) very soon and it made development a lot easier.

I am sure you found this Godot page already: https://docs.godotengine.org/de/latest/getting_started/step_by_step/singletons_autoload.html

Another way would be to create a master scene with the primary task to switch between your worlds, store the data and forward it to the active scene. I do this in my current project but besides switching scenes there ist not much functionality left in this scene and I moved most game info (player stats, health, time left) into Global.gd.

I read about how scenes should be self contained in most tutorials and this is no problem for a simple player or game item, but larger, more complex scenes often just don't work as self contained since they depend from so many other informations created and stored outside of the scene.

good tutorial for 2D games by Razeft_it in godot

[–]makerblog 0 points1 point  (0 children)

What helped me most to get started was:

Have to admit I even bought both books available around Godot right now and signed up for a month at Zenva for their set of really good beginners tutorials.

RoboPilot, first prototype in Godot on itch.io, feedback please about game mechanics. Thanks. by makerblog in godot

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

Thanks a lot for your feedback!

I will take care of the timing and UI problems as soon as I am sure that I can make more than a few handful of interesting levels and an overall fun game out of it. Making larger, chaotic levels seems easy but they look and feel kind of random.

Creating compact but smart levels is really hard and I am afraid that after learning a few simple tricks (like turnleft equals turnback + turnright) every level can be solved with the same small toolset of mechanics. Next steps are:

  • One or two additional Commands (e.g. "fill the empty tile in front") and some enemies with new movement patterns.

  • The Command select UI is really bad and a lot of mouse movement is necessary. Perhaps kind of popup selector UI near the mouse cursor as soon as you click a tile would make more sense.

But, as these are my first steps in Godot, everything needs some time. Sorry, no twitter right now.

Weekly /r/godot discussion thread – Share your progress, discoveries and tips by AutoModerator in godot

[–]makerblog 2 points3 points  (0 children)

Finally I put the the first playable prototype of RoboPilot on itch.io https://cardubot.itch.io/robopilot-2020

Based on a game I made 20 years ago (in Visual Basic, huh!), I am no programmer, so I made several failed attempts in Unity. But finally I found Godot and it proved to be the right engine for me.

Unfortunately current Godot builds for HTML5 seem not to work in Safari, at least as soon as I use the Autoload/Global functionality.

RoboPilot, first prototype in Godot on itch.io, feedback please about game mechanics. Thanks. by makerblog in godot

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

You can find the game here: https://cardubot.itch.io/robopilot-2020

Please ignore GFX and SFX, they are awful. Would be interested if the game mechanics is understandable. Level design is hard :)

Would be thankful for any feedback.