Here's my mixed bag of game dev projects: https://eye-of-entropy.itch.io/
This makes 160 total perfect games on Steam now :)
This makes 160 total perfect games on Steam now :)
- Finished 'Cook, Serve, Delicious!' (2013) as my 145th perfect game on #Steam.
- Got a new PB #speedrun time of 7:19 in Smack Monkey.
- Examined the project files of the #GodotEngine game 'Slimper' to help the dev fix a few bugs.
- Finished 'Cook, Serve, Delicious!' (2013) as my 145th perfect game on #Steam.
- Got a new PB #speedrun time of 7:19 in Smack Monkey.
- Examined the project files of the #GodotEngine game 'Slimper' to help the dev fix a few bugs.
I initially programmed the character movement with only flat walls in mind, but recently wondered how it would handle rounded corners as-is. As shown, it functions better than expected, but it's clear the animation state code needs further refinement.
#GodotEngine #gamedev #solodev
I initially programmed the character movement with only flat walls in mind, but recently wondered how it would handle rounded corners as-is. As shown, it functions better than expected, but it's clear the animation state code needs further refinement.
#GodotEngine #gamedev #solodev
This one is a recently released #solodev "Foddian" climbing platformer by @kimisproject.bsky.social
This technically makes #157 perfect games on #Steam, but like a lot of smaller #indiegames, it doesn't count toward the official profile tracker until it gets more reviews 😔
This one is a recently released #solodev "Foddian" climbing platformer by @kimisproject.bsky.social
This technically makes #157 perfect games on #Steam, but like a lot of smaller #indiegames, it doesn't count toward the official profile tracker until it gets more reviews 😔
I actually did my 3rd run today too, and made it up to the diving zone in only 33 minutes!
...but then I got stuck on those last few jumps for an embarrassingly long time 😓
Must have gotten lucky on the prior runs then lol
I actually did my 3rd run today too, and made it up to the diving zone in only 33 minutes!
...but then I got stuck on those last few jumps for an embarrassingly long time 😓
Must have gotten lucky on the prior runs then lol
The player's dash ability now cancels upon entering a new room, unless they are dashing along a wall. Since this is intended to be a Foddian-style climbing game, this mechanic should allow for more creative level design while preventing easy skips 🤔
#GodotEngine #gamedev #solodev
The player's dash ability now cancels upon entering a new room, unless they are dashing along a wall. Since this is intended to be a Foddian-style climbing game, this mechanic should allow for more creative level design while preventing easy skips 🤔
#GodotEngine #gamedev #solodev
That's it.
Forgive me if my terminology usage isn't 100% correct; all my programming education has been need-to-know solely for the purpose of game dev.
That's it.
Forgive me if my terminology usage isn't 100% correct; all my programming education has been need-to-know solely for the purpose of game dev.
4. In the script, within the signal function, get the coordinates of the room area that the player's Area2D just entered. You can use groups or layers to narrow the criteria.
4. In the script, within the signal function, get the coordinates of the room area that the player's Area2D just entered. You can use groups or layers to narrow the criteria.
1. Add the Player (CharacterBody2D), Camera2D, and some viewport-sized Area2D nodes to the level scene.
2. Put a tiny Area2D node inside the Player scene.
(cont.)
1. Add the Player (CharacterBody2D), Camera2D, and some viewport-sized Area2D nodes to the level scene.
2. Put a tiny Area2D node inside the Player scene.
(cont.)
Camera functionality has been implemented. The camera view instantly "jumps" between rooms when the player enters. Nothing more advanced is needed for my 'Foddian'-style project.
I'm a #GodotEngine noob, but I'll explain how I accomplished it in the comments for future reference.
Camera functionality has been implemented. The camera view instantly "jumps" between rooms when the player enters. Nothing more advanced is needed for my 'Foddian'-style project.
I'm a #GodotEngine noob, but I'll explain how I accomplished it in the comments for future reference.
- Increased player collision area & sprite size by 33%.
- Refined collision detection by adding diagonal raycasts.
- Cleaned up some sprite pose transitions.
But oops, the sprite is too tall for 1 tile-high gaps now!
Will leave that problem for later 🫠
#gamedev #GodotEngine #godot
- Increased player collision area & sprite size by 33%.
- Refined collision detection by adding diagonal raycasts.
- Cleaned up some sprite pose transitions.
But oops, the sprite is too tall for 1 tile-high gaps now!
Will leave that problem for later 🫠
#gamedev #GodotEngine #godot
- refine the collision detection by using diagonal raycasts in addition to the existing cardinal raycasts.
- experiment further with player character sizing.
Here is an extra clip showing the collision shape alongside the animated sprite:
- refine the collision detection by using diagonal raycasts in addition to the existing cardinal raycasts.
- experiment further with player character sizing.
Here is an extra clip showing the collision shape alongside the animated sprite:
#gamedev #godot
#gamedev #godot
youtu.be/kFtA0oukKcI?...
youtu.be/kFtA0oukKcI?...