i have also implemented level transitions which take into account the scroll position of the columns. i suppose there's no excuses now, gotta start making the actual levels
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Posts by caprisun
A JSON file used to generate a 2D platformer level.
The level generated from the previous JSON.
there's no time for a full-on level editor in a jam, but there is time for a level loader. slightly easier than doing all this in Godot proper
#gamedev #solodev #indiegame #godot
how about a game jam WIP? i have so many things planned for this but there’s been a lot on my plate this week. even if i don’t manage to finish it in time, i’m probably gonna put some more work in afterwards!
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A pixel-art reference sheet of a female Faroe sheep fursona.
i might be focusing more on game dev nowadays, but i do still make art. i drew this pixel-art reference sheet for myself late last year, and i wanted to show it off
#furry #furryart
here's the data used to create this dialogue. speaker data among others contain references to available animations, listing animation frames in order alongside the frame time, and followed by behaviour after it has finished playing (switch to the default animation, switch to a specific one, or loop)
i've been working on this prototype for a while; i'm not aiming for it to become an actual game at the moment, moreso just having fun. here's a little showcase of a completely data-driven dialogue system, including in-line triggers and data-based animations
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i didn't want to plaster the whole game-screen in the exact tone the player picked, so i took the hue, shifted it based on the element's greyscale value, and wrapped it around. now there's a bit of variation!
my favourite part of Kosmik is the exhaust hue slider that affects the colour of a lot of game elements, from UI to objects. interestingly, because Godot doesn't really allow you to apply materials to UI sub-parts, i had to write my own slider-fill implementation
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i'll try to post some interesting behind-the-scenes details for this one soon-ish
what better time is there to post about my game jam entry than half a year later, and in the morning hours? this one was inspired by the board game Galaxy Trucker, and you can play it for free in your browser :)
cheatcodetojoy.itch.io/kosmik
#gamedev #solodev #indiegame #godot
better late than never! i worked on a little shooter game earlier this year (took care of UI and audio stuff). give it a shot if you feel like it :) samuel-salo.itch.io/clikr
#gamedev #indiegame #unity
at this rate you’ll be a pro in no time!
i have been quite silent on here, but that’s because i was developing a jam-style game with a few folks! six people, four weeks. i’ll be uploading the soundtrack to youtube at a later date! :) rosehairedsheep.itch.io/brosfight
(i miss godot a lot)
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this system is streamlined enough that i could easily create the entire settings menu dynamically without having to manually drag modules in, and the only reason i don't is because i want to have a degree of control over what it looks like. i'm really happy with it!! :) (9/9)
adding a new setting to the game takes these steps:
1) add name and default value to the default config
2) add a localisation entry
3) add the appropriate type of module to a settings section
4) fill in the module string ID in the editor (and allowed values for complex modules)
5) profit!!
(8/9)
config: this part is dependent on what module we're dealing with, so each type has custom code. here's the one for checkboxes for example! the config handler takes care of sanitisation, and will not break the game or save a non-valid config if the ID is wrong (7/9)
the localisation file formats all module names as SETTINGS_{SectionID}_{ModuleID}, making it easily automatable (6/9)
localisation: godot localises most labels/strings upon initialisation, but needs a push when the locale changes during a node's existence. i connect each module to a signal i emit whenever i change a setting. this does result in some unnecessary calls, but it makes adding settings MUCH easier (5/9)
all modules reside within container-based scenes called sections, which correspond to the individual sections in the config file. this will make the menus look organised while also allowing me to fetch the section name for interaction with the config and localisations (4/9)
here comes the fancy stuff, the settings menu! it works quite simply on a one-variable basis; adding a setting to the menu involves slapping in a pre-made module and giving it an appropriate string ID. it will automatically fetch localisation, config, and change the config upon interaction (3/9)
the system handles two separate .cfg files, a default one stored inside the project and a custom one in the user folder. both are loaded at start, but the custom one is only filled with lines overwriting the default one, not a full copy. this helps with futureproofing a lot! (2/9)
this #screenshotsaturday needs an explanation. i love making systems, and i've been at work implementing an easy-to-expand one for configs. i'm very happy with the results so far, so let's look under the hood!! (1/9)
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that's gorgeous!!
it depends, for a game with a lot of small instances of damage (hack&slash, action rpg...), i would consider 4 or 13, for one with a few instances (turn-based...) i'd test out 1 or 6. i would even consider combining them, with a tame style for small hits and a flashy one for a special attack or crit
i've been putting off learning 3D modelling for this project, but i got something done. it probably won't end up in the final project, i'm anticipating some future issues with animation due to the setup, but it's a decent first step!
#gamedev #solodev #indiegame #godot #screenshotsaturday #lowpoly
hi, i’m a czech dev, would love to get added!
this has me quite stumped... for the past month or so, Flight Of Fancy has had *exactly* one view from Reddit on most days, quite consistently, even though my post over there has long been buried. i don't know what's going on, but honestly, it's very funny to me
#gamedev
i've taken a bit of a break over the holidays, but we're back! :) this time i have added an Undo Turn functionality as well as a lot of under-the-hood work, a localisation system, debug console, all that fun stuff
#gamedev #solodev #indiegame #godot #screenshotsaturday
no screenshot saturday today, but i wanted to share some music i made for a prototype we worked on for the past few weeks :)
the prototype is playable here: rosehairedsheep.itch.io/magebound
the OST can be found here: www.youtube.com/playlist?lis...
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