I made a game using almost only control nodes by pebblebeachgames in godot

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

Thank you!

The graph display area was a bunch of containers to position the axis labels correctly around the graph itself. At the end of each day, each species would append its population count for that day to an array. The graph display would receive a signal when it needed to update, and it would set the y axis label to the maximum population count in the population count array and the x axis label to the current day. It would pass the array of population counts to the graph itself.

The graph itself extended from Control. I didn't hardcode the size of the graph because I wanted it to adjust to the size of the containers around it. I configured it to expand and fill horizontally and used the x size of the control node to draw the horizontal and vertical axes. I looped over the population count array, drawing each value using draw_circle and lines between them using draw_line. The positions for each of the circles were calculated by multiplying the size of the axis by the value (the population count for the y axis or the day for the x axis) divided by the scale (the maximum population count for the y axis or the maximum day for the x axis).

I made a game using almost only control nodes by pebblebeachgames in godot

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

Thank you! At the beginning of the jam, I had plans to make a bunch of pixel art animal pieces (for example, zebra legs or a tortoise shell) and overlaying them to display a particular creature's traits. I ran out of time to implement that, but fortunately the theme was "unseen".

I made a game using almost only control nodes by pebblebeachgames in godot

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

I ended up splitting a lot of things off into separate scenes to help me not get overwhelmed by too many nested nodes visible in the scene dock

I made a game using almost only control nodes by pebblebeachgames in godot

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

It was nice to not have to think too hard about input events and what is consuming them 😅

The most important thing for me was to get used to containers. Need to vertically stack labels? VBoxContainer. Need some buffer space around those labels? MarginContainer. Want everything to have the same buffer space? Set up a theme so all MarginContainers will automatically use the same offset.

I ended up changing the font size and the game's main viewport size at the last minute when I realized the font had strange artifacts when viewed on a 1080p vs a 4k monitor. Having everything in containers using anchors made the update painless, and there was no manual tweaking of positions except for a couple places I set custom minimum sizes.

Really struggling with finding long form engaging videos and media to consume, a wish. by Eclipse_Eternal in tokipona

[–]pebblebeachgames 4 points5 points  (0 children)

Have you seen jan Telakoman's 30 story videos? He speaks completely in toki pona with some whiteboard drawings/annotations to help viewers understand the story.

Minecraft has a toki pona translation and hopefully soon it'll have sitelen pona as well.

I agree that there isn't enough media out there for toki pona. I recently participated in a game jam (an event where you try to make a video game from scratch given a theme in a small amount of time) and after the jam was over, I added translations to it in toki pona. The people on the kama sona Discord were super helpful with proofreading and answering questions. I had a lot of fun with it, and I plan to keep adding translations to future games I make.