One of the most difficult parts of #LearningGodot has been accepting that
- Beating your head against a problem for hours & getting nowhere
- Accepting that you're not fixing this today & walking away
- Coming back the next day and solving the issue in 8 minutes
Is a normal part of the process.
I am trying to maintain my commitment to not discuss what I'm doing in #LearningGodot lately, but suffice to say I just figured out how to do a thing a really wanted to do, and I am very pleased.
That's all.
More #LearningGodot!
I tackled something I had ZERO familiarity with, cuz I was tired of being intimidated by it: 3D.
Did the Zenva tutorial for a walking sim. Movement, smoothing, turning off that thing where going diagonally makes you faster, object interaction, etc.
Ready to make MYST, now. :V
#LearningGodot progress!
Took a break from the MichaelGames tutorial to do another Zenva tutorial series. This time, it was a basic, no-frills, 2D platformer.
I've personally got no interest in developing something like this for real, but it was interesting to see how the sausage gets made.
Not much time for #LearningGodot tonite, but I took my VERY FIRST STEPS into what feels like the most intimidating part of it: shaders.
A grass sprite, a gently-waving-in-the-wind grass sprite (common game juice much beloved of small devs) executed via VisualShader, and shiny grass, shaded in code.
It's been a few days since I've checked in, but I am still #LearningGodot.
I regret to inform all present that I have learned how to code dialog choices.
More #LearningGodot. This time:
- Music
- Music fade-in/out on scene change
- New fonts/font effects, including pause menu
- 🎉💥❤️✨DIALOG SYSTEM✨❤️💥🎉 including text effects, portraits w/blinks and mouthflaps, boxes/overlay, letter-by-letter skippable typeout, character-personalized pitch shifting
I have lots more progress than this to show you in #LearningGodot, lately, but I have been waiting for this particular lesson for WEEKS and I am SO EXCITED to finally get to the ins-and-outs of dialog boxes and their fancy, associated effects.
Some more #LearningGodot:
- Locked door that opens with a key
- Tracker that knows when every enemy in a room has been defeated, and drops an item after
- Boomerang, complete with SFX, hurtbox, and item retrieval feature
- Subtle item magnet, so pickup retrieval doesn't need to be pixel-perfect
Yet more #LearningGodot. This time:
- Added a tiny baby dungeon
- Added a simple dungeon puzzle with a RigidBody2D pushable statue
- Added a barred door that responded properly to the statue/player interacting with/leaving its switch.
More #LearningGodot. Tonight, a new enemy with a vision cone and a chase state that can see you/chase you/lose sight of you, just to REALLY lock in those "Legend of Zelda: Link to the Past" vibes.
I vote godot. It’s very easy and even though you might see lots of 3d it’s similarly powerful and easy for 2d. Check out people enjoying godot: @ IronSpike #LearningGodot posts.
Whichever you pick, enjoy!
More #LearningGodot accountability!
Just completed Zenva's "4 Godot Mini-Games" course. Calling the results of the course "games" is a stretch, but I definitely learned a few things.
My personal fave: the Smashing Boxes All Over physics toy.
Another weekend of #LearningGodot. Back to the Michael Games tutorial series.
- Enemies now have randomized, bouncy drops, very generous ones for the sake of testing
- Chests, w/a little juice on opening
- All successfully updates to the inventory
- Chest and inventory states save/load properly.
Not reeeeally worth sharing, but since I'm the thorough type: here's the very first game that Zenva #LearningGodot Humble Bundle has you make: A little coin collector.
Very, VERY simply code. That's like 80% of it there on the screen.
Also, this isn't strictly #LearningGodot, but I found a site with a LOT of cool little effects that are just basically up for grabs for anyone who wants to use them.
godotshaders.com
Today, in #LearningGodot:
- Inventory working
- Item effects working
- Used items properly disappear from inventory when used
- (Not shown) Inventory persists though save/load cycle
Progress from a weekend of #LearningGodot. Working save-and-load feature, non-working-but-getting-there inventory system.
1st self-imposed #LearningGodot accountability check-in, 2 weeks of lessons following the "Michael Games" tutorial.
Scenes, scripts, hit boxes, hurt boxes, HUD, animation, SFX, transitions, etc.
I take notes in my code, which is what all that commented-out text is.
Anyway: throws zero errors.
This week's progress. I learned a lot about scene manager, and globals. Adding a splash and game over screen. #learninggodot #gotdot
This week's progress: the passenger now detects when the cab is nearby, and boards once it has landed. I also added a score system that resets if the cab lands too hard. Just doing a little bit each day.
#godot #learninggodot #sologamedev
Learning what all the fuss is about trying Godot out in earnest. Wasn't too scary to make a rudimentary dice engine. Tonight I'm working on tallying results and adding more custom dice faces steadily, live at twitch.tv/thadeshammer
#godot #indiedev #learninggodot #gamedev
Venturing into #GodotEngine and need your expertise! Join me as I learn and test my new battle game on stream. Got game dev tips or questions? Drop them in our AMA session! 🔥💻🕹️ #LearningGodot #gamedev #AMA #TwitchJourney jddoes.stream