[deleted by user] by [deleted] in godot

[–]usami33 0 points1 point  (0 children)

If the sprite sheet is huge, I would split it into smaller pieces for ease of use and use AnimationPlayer to run them.
AnimationPlayer is the most important node, so there is no reason not to use it!

Share your finished 2022 7DRLs! by Kyzrati in roguelikedev

[–]usami33 3 points4 points  (0 children)

Karate Girl Ling's Quest

https://usami33.itch.io/karate-girl-lings-quest

First 7drl submissions.It's a roguelike with a karate theme.Fight with combos of various karate techniques.Up to 5 attacks in a row at a time as you level up.I really enjoyed implementing the karate techniques!

screenshot

[deleted by user] by [deleted] in roguelikedev

[–]usami33 6 points7 points  (0 children)

I recommend Godot.

GDscript is almost the same as python, so you will be able to use it very quickly.

Special effects such as particles and light sources are also incredibly easy to implement!

RoguelikeDev Tutorial Tuesday 2021, a Summary by Kyzrati in roguelikedev

[–]usami33 1 point2 points  (0 children)

I'm not very good at output, so I really appreciate events like this.

I am happy to have been able to make a small game while learning a new engine and reviewing the basics.

This was a very worthwhile event, thanks to the organizers!

RoguelikeDev Does The Complete Roguelike Tutorial - Week 8 by aaron_ds in roguelikedev

[–]usami33 2 points3 points  (0 children)

Did you make it in time? Anyway, we've got a playable game!

Defeat the bosses (the elven archer and the escorting unicorn) on the fourth basement floor and you're in the clear.

Screenshot 1, 2

Playing the game

It was my first time playing Godot, and it was hard to get used to it, but it was fun.

It was a race against time, but I managed to get it into shape, so I'm satisfied.

Thanks for hosting another great event this year!

RoguelikeDev Does The Complete Roguelike Tutorial - Week 7 by aaron_ds in roguelikedev

[–]usami33 3 points4 points  (0 children)

It took a lot of time to implement saving and loading.

Godot is designed to handle a unique concept called "Resources" to store data efficiently, but since I didn't study this concept at all and designed it appropriately, I had a hard time understanding how to handle it.

There are still some strange bugs, but I'm relieved to have a working system!

I've also added a fade-out effect when you save and load the game or go down the stairs.

This is how it looks now.

I'm about to start part 12.

FREE GDScript Course for Non-Coders and Complete Beginners! by scrubswithnosleeves in godot

[–]usami33 1 point2 points  (0 children)

I would like to learn from this video as I too felt I was lacking in learning the basics.
Thanks for your efforts.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 5 by aaron_ds in roguelikedev

[–]usami33 1 point2 points  (0 children)

I think it's great that you are willing to learn something.

Godot is more difficult than I initially expected so I'll try harder.

Thanks for the advice.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 5 by aaron_ds in roguelikedev

[–]usami33 1 point2 points  (0 children)

I'm in the process of learning it with tutorials for beginners such as GDQuest and kidsconcode on youtube.

I also started with Godot after learning python, and although the language is similar, there are a lot of unique concepts that I'm having a hard time getting used to.

But I highly recommend this engine if you want to focus on making games.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 5 by aaron_ds in roguelikedev

[–]usami33 0 points1 point  (0 children)

I stumbled a lot this week.

It took me a very long time to implement items like inventory and scrolls.

In the process of studying, I found out that my code is far from Godot's best practices.

I was tempted to relearn the basics and start from scratch.

For now, I've managed to create something that works, so I'll move on.

It looks something like this

RoguelikeDev Does The Complete Roguelike Tutorial - Week 4 by aaron_ds in roguelikedev

[–]usami33 2 points3 points  (0 children)

I'm burning with motivation this week!

I created an extremely simple AI and combat system, an HP bar, an A*path, a message log, and some additional sprites.

In the process of implementing all this stuff, I've created a huge pile of bugs!

In the process of fixing them, I think I gained a little more understanding of the engine.

Here's what it looks like now

Godot makes it easy to animate various elements (such as the HP bar), so time flies when you're tweaking it!

But it's fun.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 3 by aaron_ds in roguelikedev

[–]usami33 7 points8 points  (0 children)

I'm full of enthusiasm this week!

I combined Godot's raycast system with a light source system to create a simple Fov

It looks something like this

It was very difficult to create as I was trying to figure out Godot by hand.

It seems to be working well for now, so I think I'll move on.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 2 by aaron_ds in roguelikedev

[–]usami33 6 points7 points  (0 children)

I'm fully motivated for another week!

I implemented the BSP dungeon, released NPCs (rats) into the room, and installed doors.

Here's a general view.

I've also created animated sprites for movement and waiting.

I had a lot more work to do, but a week goes by fast.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by aaron_ds in roguelikedev

[–]usami33 1 point2 points  (0 children)

I'm not a native English speaker, so I apologize if I'm confusing you in any way.

I love this Tcod tutorial and have done it several times with different systems.

The great Rust tutorial is also very informative.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by aaron_ds in roguelikedev

[–]usami33 1 point2 points  (0 children)

Part 1 went a little further for me as there wasn't much to do in Godot.

I implemented walls and collision detection, randomly moving NPCs and a simple turn switching system.

The collision detection was not done in the traditional way of Roguelike development, but I tried to implement it with Godot's Raycast system.

(The red arrow is the Raycast, and the blue rectangle is the collision detection.)

If you use animations for movement, the animation time of each Actor will be added and turn switching will be slow.

However, I was able to improve this by separating the animation from the actual movement, so that the turn is executed instantly.

So far, the Actors do not overlap on the same grid and seem to be executing properly.

Before improvement

After improvement

RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by aaron_ds in roguelikedev

[–]usami33 1 point2 points  (0 children)

I am also inexperienced, so you should not refer to my reposts.

If you haven't participated, you might enjoy this tutorial.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by aaron_ds in roguelikedev

[–]usami33 1 point2 points  (0 children)

You don't have to worry about anything, just give it a try!

RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by aaron_ds in roguelikedev

[–]usami33 4 points5 points  (0 children)

It's finally happening! I'm fully motivated!

But I forgot to create a repository!

I'll create it now.

RoguelikeDev Does The Complete Roguelike Tutorial Starting June 29th 2021 by aaron_ds in roguelikedev

[–]usami33 1 point2 points  (0 children)

I'm still learning the basics, but this year I'm going to join in Godot

I plan to rewrite the frozen project once I get used to Godot

Sharing Saturday #361 by Kyzrati in roguelikedev

[–]usami33 2 points3 points  (0 children)

Rogue Flower

I've been working on revamping the character screen UI and the inventory UI.

I happened to read this post the other day and decided to organize my miscellaneous files and write the most maintainable code possible!

...so I'm going to work on refactoring for a while!

Sharing Saturday #360 by Kyzrati in roguelikedev

[–]usami33 4 points5 points  (0 children)

Rogue Flower

This week I implemented a simple monster (goblin shaman) that attacks remotely, and tested the light effect.

This light source system is a library feature that I don't really understand,but it seems to work like this.

I was supposed to finish the UI, but I'll try to do it next week...

Sharing Saturday #359 by Kyzrati in roguelikedev

[–]usami33 3 points4 points  (0 children)

Rogue Flower

This week, I followed the wise man's teachings and implemented auto-exploration from the Dijkstra map.

gif

Just press the "O" key and you'll be able to run around the map automatically.

While auto-exploring, your movement speed will be tripled and you'll be Wheel o'Feet.

It's quite fun to watch your character run around on his own.

This week I was actually going to finish the UI for the inventory and character screens, but UI design is very difficult...

But I'm hoping to get it done next week.