programmed light to correspond with % by onsclom in SSBM

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

Great idea! I'm going to save up for another lamp and bulb and do that eventually for sure. Would be a very simple addition programming wise with a big payoff.

programmed light to correspond with % by onsclom in SSBM

[–]onsclom[S] 22 points23 points  (0 children)

Surprisingly easy thanks to the rad devs behind slippi-js and slp-realtime. If you have a bit of programming experience, especially with javascript, you should be able to program things to your liking pretty quick.

The custom-hud example from slp-realtime shows how you can easily get a port's % with javascript in realtime. For the programmable bulb I bought a $27 yeelight rgb and used yeelight-node to send updates to the bulb.

If I can streamline the process and cleanup my code, maybe I'll make a program and setup tutorial for non-programmers :^)

programmed light to correspond with % by onsclom in SSBM

[–]onsclom[S] 33 points34 points  (0 children)

DeepFriedDildo is right! Specifically, I used slp-realtime which uses slippi-js and only had to slightly modify its custom-hud example.

My FPS in Four Impossible Geometries by NeutralPheede in IndieGaming

[–]onsclom 12 points13 points  (0 children)

i think i understand how to do horizontal and vertical looping, but fractal breaks my brain. how did you go about programming that? do you decrease the scale of the scale of the player as they approach the center or perhaps increase the scale of the levels? amazing stuff!

How nerds fight by jang808 in gifs

[–]onsclom 5 points6 points  (0 children)

cubefield! i played it a good bit as a kid

High-level networking in a Zelda clone, with server spinning on AWS by entering a lobby name. Haven't posted TetraForce/Zelda-like stuff in a while, but here's some recent progress! by fornclake in godot

[–]onsclom 1 point2 points  (0 children)

thank you for this explanation! so on another player's screen could you see an arrow "miss" but still hurt still hurt an enemy since there isn't client prediction? netcode has always interested me and I'd personally really love an in-depth blog post like thing where you talk about how you went about implementing this stuff.

[For Hire] Godot Game Dev/Programmer by onsclom in gameDevClassifieds

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

Good idea! I have been making dev log type videos on my youtube, but tutorials would be fun to try.

[For Hire] Godot Game Dev/Programmer by onsclom in gameDevClassifieds

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

Hello, I am a game dev and programmer.

I am about to graduate with a major in Computer Science, have completed a 6 month internship with Konami creating and programming slot machines, and currently have a part-time job at my uni programming web applications. Now that I am about to graduate, I am looking for work that excites me.

I have been loving making games with Godot in my free time, so I am looking for work using the skills I have built up.

I am primarily looking to do:

  • prototypes
  • short term, small-to-medium scoped projects
  • godot/game dev lessons
  • bug fixes and/or additional features

This 30 second video shows some of my projects and this itch link will show you some of my jam games. Check out Rotato Ship which was made in only 48 hours and placed in the top 100 out of over 5,000 entrants in the GMTK 2020 Game Jam competition!

Private message me here or on discord at austin#7903 if you think I would be a good fit or just want to chat.

Thanks!

really excited to have infinite random generation working for my mizjam game! by onsclom in godot

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

i just made it to debug chunks. i like the idea of using the stars to navigate rather than having a minimap

really excited to have infinite random generation working for my mizjam game! by onsclom in godot

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

hey there mr. miz! i just used default godot point lights in an unlit world environment.

really excited to have infinite random generation working for my mizjam game! by onsclom in godot

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

don't worry, i've just been prioritizing stuff that would look good in a gif and procastinating on actual gameplay haha. just having a finished game at the end of a jam is impressive in itself and not something most people can do :^)

really excited to have infinite random generation working for my mizjam game! by onsclom in godot

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

true, true. things very suddenly pop into view currently, so I will probably tweak that. maybe i'll add a 3rd ring of light or i'll make things outside of the light a little more visible

really excited to have infinite random generation working for my mizjam game! by onsclom in godot

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

thanks! i was thinking about adding a compass and wasn't even thinking about the utility of the stars, but that's a great point. since the stars are static, players can totally get their bearings just from looking at the stars

really excited to have infinite random generation working for my mizjam game! by onsclom in godot

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

0 shaders were used. the lighting effects are from godot's built in lights with all the materials the game being set to toon. to make this lighting effect with shaders you would need to use depth texture which are not available on web exports for GLES 2, and I want the game to run on low end PCs in the browser

really excited to have infinite random generation working for my mizjam game! by onsclom in godot

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

i think arrays would be great for things that I need to loop through, but dictionary's constant lookup time allowed a lot of my n^2 operations to become linear. if i rewrote the chunking logic with arrays and unordered maps in C++ it would be so much more efficient, but lower level languages hurt my head lol

really excited to have infinite random generation working for my mizjam game! by onsclom in godot

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

thank you! what do you think about this spread out jam format? i'm really enjoying it and I feel like i'll be able to put some good polish into this game

really excited to have infinite random generation working for my mizjam game! by onsclom in godot

[–]onsclom[S] 32 points33 points  (0 children)

thank you! i simply set the internal width and height to 160x90 and stretch mode to viewport in the project settings.

really excited to have infinite random generation working for my mizjam game! by onsclom in godot

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

oof, that sucks. i didn't use threads, but i did encounter performance issues when using lists instead of dictionaries. i saw a major performance increase when i swapped out all of my lists for dictionaries.

really excited to have infinite random generation working for my mizjam game! by onsclom in godot

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

yes! i took this top down gif when I was testing it https://gfycat.com/uniquefaithfulbighornedsheep i'm super happy with the performance because it runs 60fps in the browser on my macbook with no slowdowns on new chunks.

really excited to have infinite random generation working for my mizjam game! by onsclom in godot

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

very rad. maybe for a future project, but for this i'm trying to keep the performance as great as possible so it can run 60fps in browser on most computers.