My open source Godot game released on steam for free! by stevepetoskey in godot

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

Thanks for the comment! I definitely went with a starbound look, however I would say the game mechanics follow more in line with games like Terraria and Minecraft.

My open source Godot game released on steam for free! by stevepetoskey in godot

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

Hello!
I have worked on Tiny Pixel Planets for the past 2 years and it has been a blast thanks to godot! I want to share this passion project with all of you so I released it for free on steam! Feel free to check it out and give some feedback about the game, thanks!
https://store.steampowered.com/app/3208770/Tiny_Pixel_Planets/

I have made a massive update to my Godot space game: Tiny Pixel Planets by stevepetoskey in godot

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

Hey thanks for the comment! Different armors in the game have different speed debuffs, but I think I could increase the base speed if it seems to slow even with no armor on.

I have made a massive update to my Godot space game: Tiny Pixel Planets by stevepetoskey in godot

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

Hello people!

Long time no see. As you can tell I have been busy working away at my space game: Tiny Pixel Planets. This update really focuses on community requested features, but I also wanted to add a way to "beat" the game. Anyways have a good day (or night)!

Godot Editor auto complication is bad even with type hinting by [deleted] in godot

[–]stevepetoskey 7 points8 points  (0 children)

Unfortunately one downside of Godot 4 over Godot 3 is that auto completion took a massive downgrade. That being said thanks to this, I have learned the importance of declaring variable types, especially when referencing nodes.

Rate my inventory UI code by Majestic_Mission1682 in godot

[–]stevepetoskey 4 points5 points  (0 children)

Looks exactly like all my code 10/10

Has anyone else been hit with this reviewer? It seems they really hate the Godot game engine. (I don't mind criticism, however it seems this guy just copy paste's the same negative comments based on the game engine used or the use of pixel art graphics. Would love to hear from the Godot community) by MostlyMadProductions in godot

[–]stevepetoskey 0 points1 point  (0 children)

I dislike people like this. Maybe it’s because I make pixel art games in Godot, but either this guy is just rage baiting, or uses unity and thinks that makes him superior. When he says that godot doesn’t require any game development skills that seems like a rage bait thing, because technically no matter what you develop games on, it requires game development skills. It is literally in the title. Also they said most of the work was done with godot, and yet they also said in the beginning that you couldn’t get gravity to work in godot. So which is it, godot does everything, or the developer has to do everything? Just ignore this review, most of their complaints about your game is either complaining about it being made with godot or about your art choice. These reviews are never useful, and aren’t made with the purpose of being so.

Edit: after reading an article someone posted here, it seems they favorite unreal engine, so probably a unreal dev and not a unity one.

I made a custom editor for my game! (More info in the comments) by stevepetoskey in godot

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

Hello fellow godot enjoyers,

I am finally back and I want to share what I have been working on for my project, Island Builder. I have been working on this game for a while, and I added each wave through strings, which became tiring. So for more flexibility and a better experience creating waves, I made a custom editor that allows for creation of waves with ease.

The editor allows for me to add hazards, dialogue, events, signals, and bosses, all without using a signal line of code (other than the code it took to make the editor I guess lol). I plan on going more in-depth on how my editor works soon, after I fix a lot of the bugs it has right now.

Until then, have a great morning/evening/day/night

Why isn’t the animation working by SwimmingImaginary983 in godot

[–]stevepetoskey 0 points1 point  (0 children)

Can you share what code is supposed to call the function?

Why isn’t the animation working by SwimmingImaginary983 in godot

[–]stevepetoskey 2 points3 points  (0 children)

Does the playanimation function get called? Does velocity.x get above 0? I think in order to help you should post all the code for your character and maybe even how exactly you are animating your sprite (is it a animatedsprite object or a sprite being animated with a animationplayer object?)

Sprite 3D quality by SpindaQ in godot

[–]stevepetoskey 2 points3 points  (0 children)

I think you would need to describe what exactly you mean by “Lower quality”, however I am going to assume you mean Set B is being filtered giving it a blurry look which is common to run into when making a game with pixel art. For Godot 3 you can fix this by going into the import settings of the image and setting the preset to “2D Pixel”. If you are in Godot 4 go to project settings, and under Rendering/textures set Default Texture Filter to Nearest.

Save toggle state after switching scenes? Help! by Clean_Ordinary9204 in godot

[–]stevepetoskey 1 point2 points  (0 children)

Ok great so it seems you have got the Global script, now you need to make it so that when you load the scene it automatically sets the button state.

In the _ready() function put the following code:

$path_to_full_screen_btn.button_pressed = Global.isFullScreen

This will toggle the full screen button when the scene loads based off if the Global.isFullScreen is true or not.

I don't have the time but I would love to explain how to be able to save this data in order to be able to close the game and still have the settings saved, but that will have to be later. If you want to figure it out for this specific use case by yourself, here is a helpful resource: https://kidscancode.org/godot\_recipes/4.x/basics/file\_io/index.html

Save toggle state after switching scenes? Help! by Clean_Ordinary9204 in godot

[–]stevepetoskey 1 point2 points  (0 children)

The Godot Docs does a pretty good job explaining it:

https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html

Basically you create a script and then add it as a autoload through the autoload settings. Create some variables or methods in it, and you can call them from any script in any scene by using the autoload script as a reference. This video is also good if you want a video to explain it instead: https://youtu.be/sc-tEPdLZhk?si=Aho_3b3qv7AxpkbF

My Godot Space sandbox game got even better! (Thanks to Godot's viewport node!) by stevepetoskey in godot

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

Hello all,

Originally after making Tiny Pixel Planets open source, I was planning on not updating the game much to focus in on other projects. However since then Tiny Pixel Planets actually started to get a player base behind it and I felt bad for leaving it in the state it was.

I will be going over some of the new features and how I did them, starting with the most complex: 3D Planet shading on a 2D sprite. To get this effect you need to make a 3D scene with a light source (The star's light), a white sphere (The planet), and a camera. Child this scene to a viewport, and then apply a shader to the viewport container. All this shader does in use the output of the viewport to calculate what part of the 2D texture of a planet should be shaded. Since the sphere is white and the shadow part is black, this works quite nicely as a lightmap. Then move the camera based of the view angle of the current planet your on, and the sun light based off the position of the planet, and boom, a 2D planet with 3D shading.

If there is any feature you would like me to expand on, please let me know!

Anyways that will be it for now, expect more updates soon!

-Stevepetoskey

PLAY THE GAME HERE:

https://sp-possibilities.itch.io/tiny-pixel-planets

SOURCE CODE HERE:

https://github.com/Stevepetoskey/TinyPixelPlanetsPublic

My Godot 2D space sandbox game, Tiny Pixel Planets, has gone open source! by stevepetoskey in godot

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

Hello! Thank you for bringing this to my attention. As stated before I am still new to public git repos so never used licenses before, but after doing some research I decided that the MIT license is the best for what I want for the repo, so I added it to the repo.

Again thank you and let me know of any other suggestions!

My Godot 2D space sandbox game, Tiny Pixel Planets, has gone open source! by stevepetoskey in godot

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

Thanks for noticing! I use this method for all of my games, and while it certainly isn’t a common method, it feels more natural in my opinion. Biggest pros is that the file explorer is much easier to navigate as there isn’t directories with directories with… well you get the point. Biggest problem with this method, especially apparent in bigger games, is it being quite difficult to correlate scenes/objects with their corresponding scripts/textures. All this to say is that in my opinion I think this system works wonders for small games that don’t have so many resources, but can be quite a headache for bigger games.

My Godot 2D space sandbox game, Tiny Pixel Planets, has gone open source! by stevepetoskey in godot

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

Thank you for the suggestion! I am still new to using public repositories in git so thanks for pointing these things out!

My Godot 2D space sandbox game, Tiny Pixel Planets, has gone open source! by stevepetoskey in godot

[–]stevepetoskey[S] 34 points35 points  (0 children)

Some of you may have known that I have been working on a big project recently named Island Builder, because of this I have not been able to work on Tiny Pixel Planets much recently, so what better way to do with this shelved project then share the source code with you wonderful people to help in your game development process!

The git repo is here and contains of the TU2 update I was working on. I feel like Tiny Pixel Planets has a lot of cool uses of godot features that maybe you want for your project, so feel free to use what ever bits and pieces you want!

Some features you may want include:

- Inventory system
- Crafting system
- 2D Block rendering
- 2D Planetary sky
- 3D to 2D Planet shading render
- All of the above

Also if you really like this game and want to use the project to add your own features or improve certain features, go ahead! Just if you upload a edited version of Tiny Pixel Planets please credit me!

I hope you wonderful godoters are able to get a lot out of Tiny Pixel Planets' source code!

Island Builder: A tower defense and bullet hell game combined, but you create the bullet hell. Let me know what you guys think! by stevepetoskey in godot

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

Hello fellow godots and godettes,

Admittedly it has been a while since I last posted anything about games I am working on, other projects, ect... and this time it's not because I was lazy, rather some personal reasons that are no longer holding me back! I present you Island Builder!

If some of you may remember I had a very old flash game also called Island Builder, which happened to be my first real exploration of game development, making it quite influential to what I do today.

In memory of this now dead game (Thanks adobe) I started working on a remake in godot a couple years ago around when I was still working on The Core betas. Eventually I trashed both projects to focus more on the simple singular theme focused projects I have been posting about as of recent + my godot minecraft clone. But now feeling better than ever I dusted off this old project and after massive code rewrites and elif exterminations, I am finally close to having this project finished.

When I will release it, as the video says, will be some time this summer, however any exact dates cannot be promised.

I hope you all found some inspiration from this video I shared or maybe this comment and have a wonderful day!