Definitely annoying that there aren't a lot of resources for mid ranged maps. At least I think 400m x 400m is mid range. My flat 100x100 had no issues, but things got complex quick when we made a realer map.
😰 MIDI exports took about 9 hours to implement across two days, but I believe it's done now. Not sure if it's exactly as it ideally should be, but at least it seems to produce results close to the original Bosca Ceoil. Which is the goal after all!
Next week — public builds!
In the meantime, you can try composing something and then exporting it to WAV and MIDI by running the project from the editor. Testing is much appreciated!
Zacząłem się tak dwa dni temu bawić #godotengine i szczerze powiem, że zajebiste i o wiele łatwiej to idzie ogarnąć, niż upośledzone Unity. Zrobiłem metodą prób i błędów bez większego wspierania się dokumentacją działającego klona sapera. Ogólnie tilemapy są zajebiste, pozdrawiam
Link do mojego kiczowatego sapera: https://dawid-mikulski.itch.io/minesweeper-2-revenge-of-the-mines
Progress! We've got a real plan where the project is going, and are having a fun time learning 3D! Here is our new test map, and a faster tank to drive through it.
We still need to gut and rework the weapon system, but things are getting fun!
It took me an embarrassingly long time to get this working, but I now have some basic context steering implemented. Still somewhat jank under certain conditions, but I can at least see the feasibility on the horizon now.
Here I have some debug visuals turned so you can see what it's thinking.
If you're doing custom UI in #GodotEngine and need to render some text, don't sleep on TextLine and TextParagraph!
Those two classes handle a lot of wrangling needed to position the text correctly, something you'd be hard-pressed to replicate with raw draw_string() calls.
Hi! Do you do #gamedev in #rustlang (#bevy or not) and have cool gameplay footage to show off?
I've gotten a request from the #RustNL organizers for clips to roll between talks! This seems like a fun idea, so I'm putting out a call for short, appealing gameplay clips with some form of credits on them. Get them to me (maybe post them as a reply?) within the next 24-48 hours and I'll get them to the organizers.
@alice_i_cecile We use it to parse and run our exports for Articy (https://www.articy.com/en/), but since there was no #GodotEngine support at the time when we started, I wrote it in Rust, so that I didn't have to worry about runtime problems, since compiling gave a lot of security for free ✨
Recently we've been using #RustLang as a way to guarantee safe relationships between items when a player crafts or disassembles an item. Keeping track of this in #GDScript would've been very error prone :)
this week i worked on adding more variety to the generated worlds, and also got jumping from the ground out into space working, which i should totally post a video of if i ever figure out how to upload those on here :marble_lesbian::marble_rainbow::marble_transgender:
I'm creating a turn based game with random enemy spawns, telegraphed with a sigil on the floor one turn prior.
What do you think about having a few sigils, representing difficulty (minion, normal, elite, boss), rather than making all the sigils unique (or all the same?).
For example if you see en 'Elite' sigil you won't know whether it's a heavyweight (better to stand back), or a lich (better get close to kill quick).
I'm glad the work around is easy as the particle effects are starting to pick up alot! The purple nest not spewing spores everytime was really bugging me.
-new track: "Slippery slope"
-courier mode, don't let the backpack touch the ground
-"spoke card", a piece of cardboard that makes awesomely annoying noise hitting the spokes of the wheel
Thanks to everyone for the feedback & suggestions, keep them coming, please :---)
Thanks especially to @toerror for the delivery mode & spoke card suggestions!