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Posts by jess::codes

By the way I just searched it up and apparently this technique is called “Time Slicing”!

3 weeks ago 7 0 2 0

Currently I have it so that only 4 columns of tiles (4x32) are placed per frame - which is much easier for the game to process. I’m sure there’s other ways to improve performance too but this is what worked for me

3 weeks ago 6 1 1 0

In my game the chunks are quite large (32x32 tiles) and placing all the tiles in the chunk at once was causing frame stutters. To solve this, I use “await get_tree().process_frame” to distribute the tile placement across multiple frames.

3 weeks ago 4 0 1 0

Heya, so I use two strategies to help performance. First, I offload noise generation (like heightmaps) to a background thread. Wish I could offload the tile placement to a background thread too, but any edits to the current scene tree must occur on the main thread.

3 weeks ago 3 0 1 0

It’s not a frame-by-frame animation, instead I used a shader!

1 month ago 2 0 1 0

Thanks!! Unfortunately localisation is not a high priority for me right now (I’m just focusing all my effort on finishing the game first 🥲), but maybe some day in the far future!

2 months ago 1 0 0 0
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Fountain area update :)

2 months ago 117 14 9 0

Thanks for your generous offer and so glad to hear you like the game so far :) Not looking for any help with the marketing right now though, sorry!

5 months ago 0 0 0 0
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Thankss, not really any plans for the next vid yet as I’m focusing all my effort on developing the game for now. But I’d like to make a video focusing on procedural generation at some point

6 months ago 4 0 0 0

Not really, but hopefully next year sometime

6 months ago 4 0 1 0
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New plant shop building

6 months ago 110 8 8 0

erm sure, my email is jesscodesyt@gmail.com

6 months ago 0 0 0 0
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Here’s my process of drawing this sand texture!

7 months ago 156 17 8 1

I use Aseprite :)

8 months ago 1 0 0 0
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Here’s an after and before of the pottery shop, still a ways to go but it’s nice to see progress

9 months ago 108 5 4 0
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Progress of the main menu so far - managed to record a bit of a timelapse

11 months ago 152 13 5 1
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finally fixed this pesky bug where sometimes chunks just wouldn’t load. All I had to do was remove a single line of code lol

Will miss exploring the void tho

11 months ago 94 1 4 0

Wow, very nice :D

11 months ago 1 0 0 0

Thank you! I do the assets, it takes ages :’)

11 months ago 0 0 0 0

If you want to credit me as jess::codes that would be lovely, but it’s not required!

And yes, you may use the shader in your game that you sell

11 months ago 0 0 0 0

Ok so when I updated it to Godot 4.4 it worked fine - but the comments were broken so I fixed those up. I also made some performance improvements and cleaned up the layout in general so feel free to take a look!

11 months ago 1 0 2 0

Ah, it was made in Godot 4.2 so I wouldn’t be surprised if updating broke some things! I’ll take a look and see if I can publish a fix for Godot 4.4 :)

11 months ago 1 0 0 0
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Entrance to the greenhouse

11 months ago 77 6 3 0
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Fun fact I modelled the house in Tiny Glade to use as reference, it was very helpful for trying different roof shapes! Might start doing this for my other buildings too

1 year ago 52 0 1 0
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🌻

1 year ago 82 6 1 0

Yes and no, the wall tiles are generated using pre-determined layouts that I made but their locations in the world are procedural

1 year ago 2 0 1 0
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Ruins can now spawn :)

1 year ago 77 4 4 0

Thanks! Yeah it’s all manually drawn - to help save time I only have the 3/4 view for now. Another thing is the bangs and long hair are seperate sprites, allowing for more hair combinations with less effort

1 year ago 1 0 1 0
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WIP character customisation!

1 year ago 49 2 2 0
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1 year ago 89 15 3 0
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