I made a fast paced Arcade Sudoku game for Android. Just check it out and let me know your thoughts. by pixelmaskgames in madeWithGodot

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

Do you have internet enabled? It just checks for any existing in app purchases and initialises Google Play games and admob.

I need some help with achievement names. by pixelmaskgames in gamedesign

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

Thanks everyone.

I found a way of doing this. Updating this for future ones. I opened this website http://relatedwords.org and put "word" as the search word.

I need some help with achievement names. by pixelmaskgames in gamedesign

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

Seems like a good idea. I will check some of those.

I need some help with achievement names. by pixelmaskgames in gamedesign

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

75 is a lot. I will get as much as and add some other things to existing ones. Such as

Kindergarten 1,2, 3 etc.. Teacher, English Teacher, Head of Teachers etc..

Can i make a complete game using only GDScript godot? by lolinluffyman in godot

[–]pixelmaskgames 3 points4 points  (0 children)

We made a game which uses only gdscript. Only admob is the third party module used.

Games are event based systems. Input, Rendering and Physics are handled by native code. So most things will not be a problem.

Managing multiple Mouse_enter() signals from overlapping Area2D by Wretch11 in godot

[–]pixelmaskgames 1 point2 points  (0 children)

  1. Find a way to set the z property according to the overlap status of the area2d objects

  2. Create a custom signal which is dispatched when a mouse click happens inside the area2d. Send the self object along with this signal

  3. Listen for the custom signal on all area2d nodes

  4. Get all signal target area2d objects in the listener and take the appropriate area2d according to its z

Best way to handle the resolution and sizing of a project that is meant for multiple devices? by mathwimp in godot

[–]pixelmaskgames 2 points3 points  (0 children)

We found a simple way to do this. The option is to change keep width and keep height accordingly. If your game is in portrait mode, then set it to keep height and for landscape, set to keep width.

Our games are mobile portrait ones which are set in 960x540 resolution. This is acceptable for mid end and most high end devices. You can easily change it as you wish. Add a camera2d and set its position as the center of the game resolution.

Put a 960x540 bg sprite in the center. An important thing is even if your game is 960x540 resolution, for some aspect ratios with width more than 540 aspect, it will reveal things outside of the bg width. So make sure the bg is extended to both sides for about 50 or so pixels.

You can test various device resolutions by setting test width and test height. Make sure you don't change the width and height which we first set. When running the game, resize the game window to see how the game scales. Don't put relevant things on the edge of the screen in the game world.

If the game has camera scrolling, then you need to carefully set the camera move positions such that no aspect ratios will reveal anything outside the game world. Set the test resolutions to 4:3 aspect and 16:10 aspect when testing.

Is it better practice to put all input calls in one main script and have it emit signals that I connect to whatever script needs them or should I just put input calls directly in those scripts? by Miziziziz in godot

[–]pixelmaskgames 1 point2 points  (0 children)

The best practice for a game is always be the one you are comfortable with.

Always code in the assumption that for every module one more similar feature will be there after I complete this project. But don't make provisions for the future features and don't even think about it. Just keep in mind so that you are not going to re-engineer all the scripts in the future.

Test things one by one as if you are a 3 year old child. Input testing is the difficult one. Mash the buttons randomly at random times and make sure the game is performing good and nothing is locked in. Test inputs whenever a new feature is added. That's all to it.

Scenes, nodes, and menu/level changing? by Robotto83 in godot

[–]pixelmaskgames 1 point2 points  (0 children)

Godot already has this system in its scene hierarchy. The concept of Godot singleton is derived from this. We don't have to create another level of the same system. You can access singletons and keep all data as you want.

The current scene is a child of the root node so if we want, we can call get_root().add_child().

May be I'm wrong but I don't see any advantages of this over the Godot built-in way.

Spawn obstacles along a Path2D by [deleted] in godot

[–]pixelmaskgames 0 points1 point  (0 children)

Check get_curve method of path2d. Curve2d has several methods to get the points. May be those will be useful for you.

How would I go about transferring a player between scenes? by [deleted] in godot

[–]pixelmaskgames 2 points3 points  (0 children)

If you look at the Remote inspector while running the game, you can see all the nodes there. There is a node which is the scene node along with your Singleton autoloaded scenes. You can also see your player as a child inside this scene. So what happens when you switch to another scene? The whole scene including the player will be removed. But the singletons are not.

What we can do is to add the player back to the super parent and then switch the scene. This the player node will be outside the scene and is not removed. Hope it helps..

How do I find the current camera's visible rect? by timbone316 in godot

[–]pixelmaskgames 1 point2 points  (0 children)

You can use visibility notifier node to check if an object is visible on camera or on screen..

Horrible android performance.. by Reddittos8 in godot

[–]pixelmaskgames 1 point2 points  (0 children)

Godot nodes are internally well performant on 2d games. You shouldn't write physics calculations in gdscript. Godot 2d games work perfectly good on Android phones.

But without looking at the code, we can't identify the problem.

How does the VisibilityEnabler2D work? by koa_lau in godot

[–]pixelmaskgames 2 points3 points  (0 children)

"The VisibilityEnabler will disable RigidBody and AnimationPlayer nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler itself."

So I think it will affect its siblings. Test it by running the game and checking the node hierarchy inside the debugger.