This thing is already pretty cool looking, do you plan of having mod support or are you gonna keep everything hard coded?
Can delphonso make a game? He sure can, this looks very promising!
I might try to chibi-up some of the monsters from Ultraman/Gamera/old Godzilla and see what I can create. Otherwise, I can always go more Pokemon-ey and draw a cat with leaves for ears. Or Digimon-ey and draw a cat with jean shorts and a glock.Why not all three at the same time?
For now, expect more shitty google-searched jpegs.Yay!
Why not all three at the same time?
Why not all three at the same time?Spoiler: you did this. (click to show/hide)
I'm pretty sure I've actually seen something like that in the toy aisle, also yay I've inspired an art!Why not all three at the same time?Spoiler: you did this. (click to show/hide)
You know, this actually really looks like something kids would be crazy for, go for it :P
Oh yeah!!! I remember you! 8) 8)
Shh, don't give away my secret move.
My talents include:
-having a job
-playing a video game
-making monsters with jean shorts and pistols.
Busy next couple of days - I may bring the little computer to work to futz around with the code during lunch break, though.For some reason when i read this I pictured you carrying a tinny desktop computer in your pocket, then you in a corner of a lunch room hunched over staring at this tiny computer.
For some reason when i read this I pictured you carrying a tinny desktop computer in your pocket, then you in a corner of a lunch room hunched over staring at this tiny computer.
Please! Please! He's already dead!There's something incredibly beautiful about this.
(https://imgpile.com/images/UIXhA1.jpg)
What kind of computer is that, it's so small it seems like it couldn't hold all the parts.
Getting intense DF mod testing vibes from this.Then you're gonna love this update...
I should probably update my avatar shouldn't I :PI'm pretty sure Zultan and I have never changed avatars. Join the club ;D
PTW. This is an interesting read.Thanks, glad you're enjoying it!
Morrowind is my favorite game. Among the many things to love about it, the magic is what sticks with me.
(https://imgpile.com/images/UIXdMP.jpg)
(https://imgpile.com/images/UIXhA1.jpg)
What kind of computer is that, it's so small it seems like it couldn't hold all the parts.
Raspberry Pi 4. I was surprised to see Godot could run on it on Manjaro and is relatively up to date.
The world can always use more monster-battling games!!
Really cool!! The case is super-stylish too. I didn't know a Raspberry Pi was so viable as a workstation.
It did change once when tinypic died, but then found a new host and was back to being the rat king. I probably won't ever change it as it took forever to figure out what I wanted to use in the first place.I should probably update my avatar shouldn't I :PI'm pretty sure Zultan and I have never changed avatars. Join the club ;D
the strongest mon: Nezultan.As it should be.
The world can always use more monster-battling games!!
I played a lot of Harobots on the Wonderswan - which was somewhere between digimon and pokemon in the core concepts. Definitely recommended - it was probably fan translated by now.
As for design of this - I'm trying to bring in more TCG elements (such as the Pokemon card game) which isn't particularly unique with how very popular deckbuilders have been lately.
Really cool!! The case is super-stylish too. I didn't know a Raspberry Pi was so viable as a workstation.
You sacrifice GLES3 to get the lack of distractions, and easy of moving it around. I doubt there will be a noticeable difference using the weaker engine in a small, 2D game such as this. When I start working in 3D, I may need to find another solution. Unfortunately the GLES3 engine also frequently crashes my laptop - but this may just be an issue with the particular Ubuntu distro I have. Either way - I do recommend a Raspberry Pi as a workstation. The Libreoffice suite is enough to do most jobs.
God Damn Zultan.I didn't do it I swear!
I had set up a raspberry pi to run Godot and work on these projects, knowing that it would be a bit slow due to the weak CPU,...very late to this thread (interesting, though, and I've skimmed the progress beyond the above post, but will now reread and track with more interest), but on the above snippet: If you design upon a computer that is more powerful than the Milliard Gargantubrain at Maximegalon then you might be making something a little too exclusive. I'm not saying a Pi is an ideal basis to start with, but where it is underpowered (though not undercapable) it might refine you into developing something that works well enough on it and most other platforms you could port it to, be not going for the 'lazy' "Oh, I've got a terrabyte of RAM and Petaflops of processor and who cares if the code needs to reside across three whole Google serverfarms... because it looks so good!" approach.
What are you gonna be doing when you finish fixing stuff?
Snip
What did you learn about singletons?
I'll probably whip up some monster designs and sprites. I think that'll be easy and maybe I can extrapolate an art design direction from that.But what about the beautiful creature art you have right now, or that gamera with the jorts and a handgun?
New aesthetic found:That certainly is a direction you could take the art...Spoiler (click to show/hide)
So, for a bit now I've been thinking about this sort of...virtual space neon vibe.Like Tron or something?
Now all I can imagine is medieval peasants having a drunken fight where they start throwing Pokemon at each other.
Now all I can imagine is medieval peasants having a drunken fight where they start throwing Pokemon at each other.
Reminds me of Snorri's Sturlusson's Edda, u know, the collection of various Norse myths, as well as some ancient Norse ballads, it all really gave the impression of a bunch of vikings getting drunk and talking shit, it's a ride I can tell you.
With Pokemon tossing would've been even better.
I add a little code that makes the sprite only appear when within combat range. The cube has adopted an aggressive posture!It should make that sound the guards in MGS make when they see you.
New playable version available to play in your browser!
HERE (https://delphonso.itch.io/capumon)
(I forgot to re-copy the teams every combat, so...well just reload the page after you win, because your damage will roll over. I'll fix this in like 10 minutes.
Okay actually this is defying all logic. No clue how this has come up again, despite using duplicate - it really shouldn't. I literally already fixed this bug. How is this happening?)
Cactus need nerf confirmed.
Hmm...The all black is not intended... Quaksa did you have that happen? Godot has a host of export settings that I do not understand, so it.could be some toggle that needs toggling.
Nezultan uses pocket sands on his crap browsers and a cactus, 2021,colorized
Okay, somehow in all my trying things I forgot about WASD. :-[ Loaded again and that works.
However neither arrow keys nor numpad were letting me move except sideways.
Mine is a 32bit Windows 7.
If you ever need art for your project and my skill is within the range you need, don't hesitate to drop me a message. Else I'll be following your project closely
The world will never forget, I'll make sure of it!Nezultan uses pocket sands on his crap browsers and a cactus, 2021,History will never forget.colorized
Capumon with full might of Cathar behind?!! Can you imagine the sheer POWAHIt would be a thing of beauty, all those samurai making little monsters fight for their amusement.
What do you mean?Mine is a 32bit Windows 7.How?
How?What do you mean?
As a connoisseur of old weak computers, what led you to end up with such an old PC?Several years ago my the motherboard in my Win7 64bit died so I had to switch to my moms old Win7 32bit laptop and that thing lasted a few years before it's hard drive died and I had to switch again to this older Win7 32bit laptop that was called the craptop, maybe at some point in the future I'll switch back to my 64bit laptop since I managed to fix it.
Also it probably doesn't help that I hate Windows 8 and 10 and refuse to use them.
How's your game going
*a nerdy ghost whispers "linux"*But... I'm afraid... Also I don't even know which one I would go with.
Re: Linux, if you're actually interested, the generic.computer advice thread seems to be the place to ask. Lots of people on here have some experience with many of the distros.Might look into it seriously when I get a new hard drive for that old laptop, still don't know how one would chose a distro as there seem to be hundreds of them.
When you say managing inventory do you mean like healing stuff for the monsters or something else?
Might look into it seriously when I get a new hard drive for that old laptop, still don't know how one would chose a distro as there seem to be hundreds of them.There are a lot, but there are clear stand-outs in different categories. Overall, I think Debian is the most-used, which means it's the best supported by other software. Under that you have more specific types - like Ubuntu and Mint - then each of those have options in their desktop environments, usually like Xubuntu and Ubuntu Budgie.
You said you've picked some assets does that mean you have a theme picked out?
My only thought on the situation would be to throw a light bulb in a corner and see if it did anything.
There was some rough edges though.
It's happened I can see what's going on, it's a miracle I now know what's going on! Also the player character seems to be a giant floating pill!
Also I'm ready when you need me for testing stuff.
Does it matter that I could only see where the light was pointing and everything else was pitch black?
Hope the job hunt goes well.
Well, it is a game. Apparently without any collision detection, but hey I've never made a game so good job delphonso!
The UI is very stylish. So is the Charmonder, but flip his mouth and u get this :P
Soon this game will be so polished we'll go blind when we look at it!
PTW.
I like the game (such as it is) and am envious of your steady progress.
EDIT: haha i beat a cubeboy
I see sun drop in a bottle has been added, also my image has been replaced with a new one but it only has one head, does that mean if it evolves it will obtain the other two?
What are you talking about, your sprites are awesome. I died when I saw those cans :P
Also I like the way you write these updates, very amusing indeed.
I know this is a bad conditional. But also - I don't care.Bearing in mind what I just told you in the PM (that you may not have read yet, in response to a bit in the prior post about progress), you probably don't want my advice on coding.
Seeing that you've replaced the enemy characters with Sprite cans means you must have increased the difficulty dramatically as Sprite is one of the signs that the game has been invaded by MLG PRO gamers and that we are all doomed as we are just noobs compared to them and they shall crush us!
(Shit I just remembered that Mountain Dew was MLG not Sprite, damn it oh well I'm not changing this thing.)
At least they found the kid.
Also what's so bad about all the songs playing all at once?
What made you decide to finish before the end of the year?
func _physics_process(delta):
var L = true
var timer = 0
timer += delta
print(timer)
if timer > 10 and L:
light.hide()
timer = 0
L = false
if timer > 10 and !L:
light.show()
timer = 0
L = true
Does that mean your gonna add more critters to the game?
I imagine you'll want to go easy on the memesWhat is life with out DANK MEMES, I say we need loads of them!
If you died to poison on your turn (not burn, which only triggers at the end of a round - poison is per turn), it's possible to double-die when the enemy hits you on their turn. This counts as two loses and can lead to premature game ending. I added a better conditional that I /think/ should work, but I'm not sure. I might just add a loop that checks if any of your mons have health instead of the countdown that I have been doing. Shouldn't be too hard, but I haven't done it yet.
[...]
When you exit combat, you're thrown back to the entrance of the shop. Now I could easily ignore this by instancing the battlescene as a child of the gameshop (it'll show up covering the screen), but I'd like to figure out how to make your position persist.
So how will you feel when the game is finished knowing you made a game from start to finish?
That's indeed an achievement. 99 out of 100 indie projects don't make it to the end.
As of right now - I feel unsatisfied because it's not all that I had hoped it would be.That always seems to be the case as no matter how polished and finished a game is, your always left with the feeling that it could be better. I know I've had that feeling with several things I've done in the past.
I have played the game and it is beautiful
and I even managed to beat the other guys team, by having the deer kick the first two to death not really sure why the last guy died as I only had the pickle to the heal up thing.
That always seems to be the case as no matter how polished and finished a game is, your always left with the feeling that it could be better. I know I've had that feeling with several things I've done in the past.
This version looks very nice! It looks not bad at all in full screen mode. The music is also adorable. I used to be able to walk the walls and now it's also fixed.
edit: The idea for the new game sounds very interesting. You might make an ant fortress eventually.
Liking the sounds of new game, also I like how I'm used in the example.
Mostly, this is a coding exercise for myself. I want to make each six letter word a unique, but consistent moniker. The jeremy on my computer will be the same as the jeremy on your computer. This is quite possible by "hashing" the words (basically encrypting them into numbers).From my own experience in something like this, there are 95 printable characters in ASCII (far more if you support the potentially unlimited higher character sets). Though it looks like you're initially thinking of alphabetic characters only (maybe caseless, unless you want "shitty", "shiTty", "ShItTy", etc to all produce different patterns) so starting at at least 26^6 mappable word->stats combinations. Which is easily mappable to (I presume, from what I can see of your example-stats below the watermark) 20^4 unique stat-states.
But it's much less fun to just use someone else's work, even/especially if it's computationally proven to be sufficiently 'pseudorandom'. 8)
It may be worth thinking about how to balance string-uniqueness against the evolution/genetic aspect.
Sorry, just thinking aloud. This is your project, just showing you pitfalls I've already experienced. It could be your version happens to avoid these, depending upon how exactly you implement it.
Well, the game was fun, although I couldn't get crit-focused builds to work as well as damage or health gouges. Thanks for putting our dumb memes into something you put effort into!
func _ready():
vermin = vermin.split(" ")
for n in vermin.size():
record[vermin[n]] = hash(vermin[n])
linein.text = vermin[randi()%vermin.size()]
The split(" ") here is just simply making the long string into an array, cutting out all the spaces and leaving us with only the 6 letter words. It's a bit easier on me than following the array syntax.func newbug(newguy):
if newguy in record:
print("already got it!")
else:
record[newguy] = hash(newguy)
vermin.append_array(newguy)
print("new bug added to record")
Do you have the printf() and/or sprintf() functions in Godot?
BTW, I played the final capumon version (and beat both opponents pretty easily.) Despite its tiny size, I liked the demo/game, mainly because the various mons intrigued me. I love them
pro tip: is there a limit on how much HP your mons can gain? regardless, if you have Sundrop in your team, you can use blinding/paralyzing attacks to keep opponents at bay while Sundrop's passive pumps up your mons' HP to convenient levels
edit: i can't stop thinking about them
Yes I come from a long line of Shitties! Also how did you find this out, are you spying on me!?Liking the sounds of new game, also I like how I'm used in the example.
Shitty is a fine name. Does it run in the family?
Something about you just screams, 'Shitty'. >:}Probably my award winning personality.
I spent a few days trying to work out the math to draw an ellipse and randomly attach legs to it in different positions all pointed /out/ and also mirrored if on the left or right side of the body. Needless to say, I didn't achieve the dream
I'm liking the sound of all that, also it seems like most roguelikes just ignore the surface....to the accompaniment of zither-music?
Given that the game takes place in a sewer I feel that a turd man should be one of the enemies we have to fight.
Instead - I want to make a simple "overworld" where you can walk around and talk to NPCs.
const GRIDSIZE = 24
var moveinput = {
"right" : Vector2.RIGHT,
"left" : Vector2.LEFT,
"up" : Vector2.UP,
"down" : Vector2.DOWN
}
onready var ray = $RayCast2D
var movement = Vector2.ZERO
func _ready():
position = position.snapped(Vector2.ONE * GRIDSIZE)
func _unhandled_input(event):
for dir in moveinput.keys():
if event.is_action_pressed(dir):
move(dir)
func move(dir):
ray.cast_to = moveinput[dir] * GRIDSIZE
ray.force_raycast_update()
if !ray.is_colliding():
position += moveinput[dir] * GRIDSIZE
I'm liking the sound of all that, also it seems like most roguelikes just ignore the surface.
Given that the game takes place in a sewer I feel that a turd man should be one of the enemies we have to fight.
(And "...smells of elderberries" has got to go into the boss-description mix. ;) )
I wish more games would concentrate on this part instead of murderhobos on power-trips, which gets really boring really fast.
(Ultima IV had a clever way of dealing with this problem, (https://en.wikipedia.org/wiki/Ultima_IV:_Quest_of_the_Avatar#Virtues) but I don't know if the same has been done much since then.)
What do you plan on the dungeon looking like?
so I'll fix those up over the weekend and hopefully have basically an entire game on Monday.Damn son you make this stuff seem so easy, this game seems to be coming along way faster than the last one.
so I'll fix those up over the weekend and hopefully have basically an entire game on Monday.Damn son you make this stuff seem so easy, this game seems to be coming along way faster than the last one.
For the sewer combat I decided to abandon the grid-based movementBlasphemer!
I managed to make prototypes of both ideas this morning.Which ideas?
Which ideas?
PTW, didn't know this was a thing you were doing!
The game won't let me pick up the sword and armor and kill everyone. BOO!
Otherwise, I enjoyed walking around and talking to people.
Also you seem ahead of schedule to me as I figured this would take months but you've got almost all of it done in a few weeks.
Does that mean ogres are stronger than the sewer kings?
Anybody got any left over motivation? I can't seem to find mine. This point in the game dev process if just doing work. Link up this menu here, connect this button there, copy and paste the audio manager from Capumon, and we're dusted.
Just did a little bit today, weekend was a no-go. Should be done-done very soon, but it's just a bit more polished than what we've played before. Might add some greater variation to the mob size when you run into units, just to give you the chance to capture an Ogre by sending like twenty rats at it. We'll see. Algorithmically, it should be easy.
All music and sound effects have been made. Just need linking up.
SCRIPT ERROR: Invalid get index '8' (on base: 'Array'). index.js:362:18
at: _ready (res://goon_arena.gdc:22) - Invalid get index '8' (on base: 'Array').
Okay, the web version should be fixed. I'm updating the other ones now.
until you expand the dungeon far enough that it grows outside the bounds of the tilemap.What does this mean?
I've got plans for a longer-term project, but that remains pretty nebulous. When that does kick off, this thread will be renamed for sure.Sounds exciting, what kind of thing will it be?
I've got plans for a longer-term project, but that remains pretty nebulous. When that does kick off, this thread will be renamed for sure.Sounds exciting, what kind of thing will it be?
In the mean time, I want to do this during the month of September: freecodecamp (https://www.freecodecamp.org/)It's always good to improve your skills, after you take that course are you gonna continue to use Godot or will you switch to something new?
the next version of Godot...of course, everybody is waiting for that...
It's not quite a lost art.
but it did show you could make a commercial game with the engine the way it is now.
It hates me, I can't play it for some reason, says something about not being able to load the body.
Anyway when you say fishing on the sea shore are we gonna be fishing from the shore or a pier? Will there be boats to fish the deepest parts of lakes and the ocean? Also how in depth are you gonna make the rod just be generic rod or are there gonna be various different rods, and will there be various different bobbers, types of line, lures, weighs, and other such things?
Zultan, if you can copy and paste whatever error you're getting, we might be able to help you. I hadn't thought about it, but there might be something in the html files that is exporting it in 64 bit, for example.response.body is undefined, is the message it gives not really sure what it means.
...that was strangely enjoyable.
There's a lot of tricks and tips you can do to squeeze performance out of Godot, but it's missing some of the easy resource savers (for example, all objects are "rendered" {wrong term, perhaps} in a scene even when the player isn't looking at it, or it's blocked by something else.)...start with one object (as the viewport scene... though 'permanent' HUD elements can overlay it) , a canvas (or, to emmulate the ASCII-Doom, a text-window) and then paint upon the image object your blocks of colour (or print your ASCII), rather than spawning or unhiding graphical objects..?
is Godot good?
You gonna participate, the theme and wild cards sound interesting.
But is eight days gonna be enough for you to get game made?
I feel special, got my own special version!
That's a pretty fancy looking game for something that only took a few days to make.
Damn son two hours to make a game, you must code like lightning to do that.
Congratulations!
Congratulations!
Congrats!
It was fun.
Yeah, anything that is used to convey messages to the player should look good and also clearly send whatever that message is. It's jarring if you press 'start game' and the game immediately drops you into combat, for example.
Some times it's exciting but others it's terrible.Yeah, anything that is used to convey messages to the player should look good and also clearly send whatever that message is. It's jarring if you press 'start game' and the game immediately drops you into combat, for example.
I now think more games should do that. Adrenaline rush for the win!
Yeah, anything that is used to convey messages to the player should look good and also clearly send whatever that message is. It's jarring if you press 'start game' and the game immediately drops you into combat, for example.
I now think more games should do that. Adrenaline rush for the win!
Already starting to look like an interesting game, also why do you get health can the fish hurt you?
Also what about putting the save file in the folder the game EXE is it, I've noticed that that's what most small games do.
Self-contained mode¶
If you create a file called ._sc_ or _sc_ in the same directory as the editor binary (or in MacOS/Contents/ for a macOS editor .app bundle), Godot will enable self-contained mode. This mode makes Godot write all editor data, settings, and cache to a directory named editor_data/ in the same directory as the editor binary. You can use it to create a portable installation of the editor.
Note
Self-contained mode is not supported in exported projects yet. To read and write files relative to the executable path, use OS.get_executable_path(). Note that writing files in the executable path only works if the executable is placed in a writable location (i.e. not Program Files or another directory that is read-only for regular users).
So you can't just add that stuff to your existing game?
Also exciting sounding new game you've decided to make.
*copies and pastes the script into my game and moves on*
So. A* pathfinding is how you get things to move on a grid. I don't know why it's called A Star, but I do know that it uses a Szudzik function to find the shortest path between two points (well, the shortest to travel).The way I heard it, in the search for a good pathfinder they tried Algorithm version 1 (A1), then Algorithm version 2 (A2), then they decided that they could prove A2 was the optimal of all possible A-type algorithms, so they renamed it "A*" as being "the best and entirety of all 'A's, of whatever version..." (though, by tweaking A*, you can even get a version of Dijkstra's algorithm, should you so wish[1]).
Pathfinding is some kind of foul sorcery I never understood.
A* isn't too difficult. The 250 lines are probably for the graphical overlay. You should be able to accomplish it in about 50 lines.
The way I heard it, in the search for a good pathfinder they tried Algorithm version 1 (A1), then Algorithm version 2 (A2), then they decided that they could prove A2 was the optimal of all possible A-type algorithms, so they renamed it "A*" as being "the best and entirety of all 'A's, of whatever version..." (though, by tweaking A*, you can even get a version of Dijkstra's algorithm, should you so wish[1]).
Finally, Chess 2.You remind me of Battle Chess (https://en.wikipedia.org/wiki/Battle_Chess)... Although I feel safe exposing this directly in front of our Friendly Neighbourhood Developer as that was just regular chess with 'fancy' (for the time, arguably) animations and not any next-level(/-dimension) expansion.
So far it looks like a chess game with guns to be added.
Sounds exciting I wonder if that means the pawn will finally be able to topple the king?
(Guessing that the Chessness is just handy graphics, though. An understandable placeholder theme.)
You remind me of Battle Chess (https://en.wikipedia.org/wiki/Battle_Chess)... Although I feel safe exposing this directly in front of our Friendly Neighbourhood Developer as that was just regular chess with 'fancy' (for the time, arguably) animations and not any next-level(/-dimension) expansion.I loved Battle Chess as a kid.
Finally, Chess 2.
*=•=*=•=*=•=*=•=*=•=*=•=*=•=*=•=*
” " ' " ' " ' " ' " ' " ' "
• O#O#O •-•-•-•-•-•-•-•-•-•-•-•-•
” ##### " " ' " ' " ' " ' "
* O#X#O * O#O#O *=•=*=•=*=•=*=•=*
” ##### " ##### ' " ' " ' "
• O#O#O • O#X#O#O#O •-•-•-•-•-•-•
” " ######### " ' " ' " ' "
*=•=*=•=* O#O#O#X#O *=•=*=•=*=•=*
” ' " ' " ##### " ' " ' " ' "
•-•-•-•-•-•-• O#O#O •-•-•-•-•-•-•
” ' " ' " ' " " ' " ' " ' "
*=•=*=•=*=•=*=•=*=•=*=•=*=• O#O#O
” ' " ' " ' " ' " ' " ' " ' #####
•-•-•-•-•-•-•-•-•-•-•-•-•-• O#X#O
” ' " ' " ' " ' " ' " ' " ' #####
*=•=*=•=*=•=*=•=*=•=*=•=*=• O#O#O
..your "double grid" of "s and =s with nodes of * augmented by the tween-grid of 's and -s with new nodes of •. And variously aligned sprites of centre X and extends by #s to the O corners/mid-edges (sharable, due to the vaguaries of how I decided to do this particular ASCII art) that leaves pathable corridors between the not-too-close neighbour through which you could move any other sprite, whether highly constrained (single track, upper left) or with wide choice (larger gap, bottom right).I know nothing about code so I must ask what a state machine is?
Basically, instead of having a big list of "if ____, then ____" commands, you simplify it into a limited number of "states"...that's probably a decent cue to reply to the following:
For the fish it was "swimming", "turning", and "idle" and just cycled between the states, making the fish do certain behaviors in each one. I'll do something similar with the mouse in this. "free", "unit selected", "attacking", "moving" or something along those lines.
My idea was, a pack of wolves hunting.Briefly edit: <= That word turns out to be a blatant lie... Sorry!, I have done something like this (not wolves, but it can be generalised to all kind of things, that you want to 'zerg' in anything more than a dumb rush at a target and exhibit other behaviours.
making them behave naturally while also on a grid is not something I know how to do.
I had no idea where to start, so I sort of drifted off on that problem, and moved to easier to make stuff/stuff i already knew the basics of.
I personally have been stuck on implementing a fancy pathfinding myself.
seems like something I should either dumb down, or copy off someone that know's what they're doing.
My idea was, a pack of wolves hunting.
making them behave naturally while also on a grid is not something I know how to do.
I had no idea where to start, so I sort of drifted off on that problem, and moved to easier to make stuff/stuff i already knew the basics of.
I'm also not really feeling a grid based game anymore.
I look at a grid and I'm like, damn, i wish this thing wasn't confined to a grid.
None of the games I've chosen to make, recently, are better for having a grid.
...I regret the length and detail of that post. I was too much in a hurry to make it short. I even started to rewrite it much briefer, later on, but got called away from the keyboard again after an hour or so. So this is me apologising again for being an unmitigated stream of consciousness. Who says things like "unmitigated stream of consciousness". But maybe it'll help/not overly hinder someone out there. :-\
When delphonso becomes a prominent indie game dev I will be able to say I was here when it began. Kinda like those people who played Dwarf Fortress back in 2006.
I personally have been stuck on implementing a fancy pathfinding myself.Do you want them to exhibit pack behavior or just mingle randomly like the others aren't there?
seems like something I should either dumb down, or copy off someone that know's what they're doing.
If you want to implement A* pathfinding, you can just look at the wikipedia article on it, complete with pseudocode: https://en.wikipedia.org/wiki/A*_search_algorithm#Pseudocode (https://en.wikipedia.org/wiki/A*_search_algorithm#Pseudocode)
If moving on a grid, you can use the Manhattan distance between points (x0, y0) and (x1, y1): |x0 - x1| + |y0 - y1|. If moving not on a grid, you can use the straight-line distance: sqrt((x0 - x1)^2 + (y0 - y1)^2)....there's also Chebyshev distance of max(xdif,ydif) if, on a grid, diagonal movement (at 45 degrees) is a potentially free addition to the any single-tile orthogonal moves you could make.
diagonal=min(xdif,ydif); // How far a full diagonal will take you
orthogonal=max(xdif,ydif)-diagonal; // How far you need to move before/after such a diagonal
total=orthogonal+(diagonal*root(2)); // Assuming it's a euclidean-like 'cost' along the also availabe 'diagonal taxicab' distances
// ...otherwise it's just plain "orth+diag"
Or, by simplification (well, one line, and only if I haven't thinkoed or typoed), =max(xdif,ydif)+(min(xdif,ydif)*(root(2)-1)). The whole "self.get_children()" is something I've known about for a while, but only now feel comfortable enough to use it, as it is pretty abstract.
When delphonso becomes a prominent indie game dev I will be able to say I was here when it began. Kinda like those people who played Dwarf Fortress back in 2006.Word.
enum pointerStates {OPEN, CAPTURED, SELECTED_FREE}
var state = pointerStates.OPEN
var pointer = null
func _input(event):
if event.is_action_pressed("mouse_left"):
if !current_player and state == pointerStates.OPEN:
var target_cell = (event.position / board.cell_size).floor() * board.cell_size
if board.position_has_unit(target_cell):
for n in player_list:
if n.position == target_cell:
current_player = n
selection.text = " Selected Unit: " + current_player.get_child(1).text
state = pointerStates.CAPTURED
else:
state = pointerStates.OPEN
elif current_player:
state = pointerStates.SELECTED_FREE
if event.is_action_pressed("mouse_right"):
free_selection()
func free_selection():
state = pointerStates.OPEN
line.points = []
current_player = null
selection.text = ""
Same here I started lurking in 2011/2012 and it took until 2017 to finally join and I feel like I missed out on tons of cool shit.When delphonso becomes a prominent indie game dev I will be able to say I was here when it began. Kinda like those people who played Dwarf Fortress back in 2006.Word.
I was only here in 2008. I missed out!
I don't see why you can't make this as big a project as you want it to be, it's not like you have a time limit.
Maybe I'll try to figure out a fishing minigame instead, or just to learn the new engine features.
If it fits the theme, I might try to make a diet version of DF legends. Not really a 'game', but should be manageable in 3 hours, and is an interesting project.Text can be... quite alot of work.
As for the commerical game...christ I haven't really thought about or worked on it at all. Maybe I'll try to figure out a fishing minigame instead, or just to learn the new engine features.
That sounds pretty cool. Also what is weird war, I haven't heard of that one.There's a series called "World War Weird" (never seen, read the listings) that covered 'out there' elements of WW2, like the Japanese fire-balloons sent against the US, vehicle prototypes that never-where but could-havehbeen and some of the odder and less well known operations in general.
The topic made me instantly think of "Weird War" stuff, so maybe I'll make a legends-lite that's about an island that steampunk allies are trying to claim from undead nazis?
A young woman discovers that she is the focus of an evil Nazi experiment involving selective breeding and summoned elves, an attempt to create a race of supermen. She and two of her friends are trapped in a department store with an elf, and only Dan Haggerty, as the renegade loose-cannon Santa Claus, can save them.
Those sound beautiful, I'm gonna see about watching those soon.Quote from: Elves (1993) - IMDB description (https://www.imdb.com/title/tt0099496/?ref_=ttls_li_tt)A young woman discovers that she is the focus of an evil Nazi experiment involving selective breeding and summoned elves, an attempt to create a race of supermen. She and two of her friends are trapped in a department store with an elf, and only Dan Haggerty, as the renegade loose-cannon Santa Claus, can save them.
Edit. The list has some good ones, too. One of my favourite found footage films is Frankenstein's Army (https://www.imdb.com/title/tt1925435/?ref_=ttls_li_tt). If you're into (bad) zombie flicks, WWII and weird monsters combined, I highly recommend it!
So far looking good! I like that you've taken the DF route and kept the descriptions vague. Makes your imagination run wild, and there's plenty of potential to create a (mini-)campaign for some Lovecraftian WWII ttrpg. :)
That thing is pretty cool, could probably use it for the base of a game if you wanted, also I'm still impressed that something like this can be made in such a short amount of time.
Are you gonna keep working on this one or are you going back to that thing you were working on before?
3rd place (out of 20) and rated number 1 in creativity again!
Cataclysm DDA.
I actually implemented Conway's Game of Life (https://conwaylife.com/) in 3 dimensions today. Right now, the cubes only check 6 directions (+ or - 1 to each axis) which makes it even less sustainable than the regular game of life. I'll mess around with it and see if I can find a good balance between processing time and sustainability. Then...honestly no idea how to do an interface, but I could put that together and release it. It's been a satisfying problem.
for D1 (-1..+1) {
for D2 (-1..+1) {
for D3 (-1..+1) {
[...any more Ds you want up to DN..]
next loop if (D1 D2 D3 [as needed, up to DN] all equal 0) // i.e. skip if no non-zero values
countTally+=CheckNeighbour(here.axis1+D1,here.axis2+D2,here.axis3+D3[,...here.axisN+DN])
// However you count things and accumulate them, in your version
}
}
}
// now use the countTally
There's a version of that which just loops by N, within a handler that holds the iterations of all D[N] array items, but that's the one you can manually hardcode to handle greater or lesser dimensions, which is all you want if you're not going arbitrarily far up. And is better than for D (1..N) { checkNeighbour(here.axisD±1) /* etc */ }, as it gives you the corners (compound displacements) without needing to ensure you're covering all cases explicitly.Hey man I didn't bring any of the drama nor was I involved with it so we should be safe from it here.Cataclysm DDA.
Don't you dare get my thread locked.
Is Cataclysm going to become a forbidden word here at some point because of those people and their drama?
Also won't your boss get mad about you making this on a work computer?
I also have a weird desire to make Simon, which is not really a standalone game by any means, but could be put in the same "game" as this and maybe some other stuff. I don't know where that chain of thoughts will go. Warioware?You know that'd be pretty cool to have a game filled with mini games, you'd even be able to use all the other small games you've made for it.
I also have a weird desire to make Simon, which is not really a standalone game by any means, but could be put in the same "game" as this and maybe some other stuff. I don't know where that chain of thoughts will go. Warioware?You know that'd be pretty cool to have a game filled with mini games, you'd even be able to use all the other small games you've made for it.
I also have a weird desire to make Simon, which is not really a standalone game by any means, but could be put in the same "game" as this and maybe some other stuff. I don't know where that chain of thoughts will go. Warioware?You know that'd be pretty cool to have a game filled with mini games, you'd even be able to use all the other small games you've made for it.
For some reason the first thing I thought of was Space Quest III and the arcade game you could play in it. Astro Chicken was its name, I think.
a thing pops up and says I have the wrong Vulkan version
I don't think that's the problem as I've only watched the original Star Trek, so it must be some other thing to do with Vulkans.a thing pops up and says I have the wrong Vulkan version
Have you been watching something that has someone else than Nimoy as Spock?
var command_rad = 72 (size of sprite)
func _input(event):
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
for centers in get_tree().get_nodes_in_group("command"):
if (event.global_position - centers.global_position).length() <= command_rad:
print("command center clicked!")
Zultan, try downloading the zip (https://delphonso.itch.io/delph) I've put up there now, as it might work?I no longer get issues about Vulkens but now it's saying my Opengl doesn't support 3.3 whatever that is and I've never been brave enough to figure out how to do something about it, guess I'll be missing out on this one. Not sure why it's an issue now I've been able to play all the games you made before this one.
Also, EuchreJack, do you happen to use Firefox?
I didn't solve the issue when you spawn multiple dudes on top of each other - but oh well.Is the issue where the guy flies off into space when you spawn a second one?
If you don't want to do "is one of these spawned aready in collision with another, if so then deal wth that as a special case of rearranging the newcomer" (or, possibly, give it an immunity until things change), which is probably the best special-purpose on-spawn handling situation, then you could just make every standard collision check:
1) Add a randomised/cyclic (sub-unit) vector to element, to reduce clashes (if they clash because of this added jiggle, it shouldn't be a 'fatal' one and it just adds a little 'personal space' impetus to nearly-touching pairs).
2) If your system does an inverse-square repulsive 'force', jump in there and cap it at the "exactly touching" amount (or even refacor it to non-inverse-linear?)... i.e. refactor so that zero_distance=zero_repulse (and quantum-stacking, for the moment), and a steady increase of push, nothing tending towards infinity or max_Int...
TIMTOWTDI, depending on your preferences.This is one hell of an acronym, but hey TIMTOWTSAC.
https://en.wiktionary.org/wiki/TIMTOWTDI (Because it can be said as an acronym, I tend to use it in favour of the initialism 'original (https://en.wiktionary.org/wiki/TMTOWTDI)'.)
I hadn't yet decided if the other was "...[Say/Spell] Acronyms Correctly", or something else, but clearly at least *I* had been understood, despite myself... ;)
Having randomly generated names for the dwarves and forts is pretty cool.
But is Urist included in the list, since it is the most important dwarven name it should be there somewhere?
func _on_area_body_entered(body):
[...]
elif body.is_in_group("unit"):
if body.target == target and body.state == body.State.IDLE:
state = State.IDLE
[...]
elif state == State.GATHER:
if counter > 3:
if work.metals >= 50:
work.metals -= 50
cargo += 50
elif work.metals > 0:
cargo = work.metals
work.metals = 0
else: state = State.IDLE
target = get_home()
state = State.MOVE
counter = 0
if counter <= 3:
counter += delta
elif state == State.DROP:
if counter > 1.5:
if cargo:
glob.metals += cargo
cargo = 0
else: state = State.IDLE
target = last_target
state = State.MOVE
counter = 0
if counter <= 1.5:
counter += delta
elif state == State.MOVE:
if (target - global_position).length() <= 16:
state = State.IDLE
What makes that a monstrosity, is it because of it being really bright looking?
maybe some other form of bitshifting or other bit-operations that you're doing...
func _on_unit_opt_button_down():
if info_collect[1] is String: #this merely avoids a bug with clicking on the resource nodes.
if info_collect[3].has_method("spawn_unit"):
info_collect[3].spawn_unit()
else:
build(info_collect[1]) #clearly not sustainable, but so far, only command centers and migrants have buttons.
else:pass
if planner.texture: #planner is a sprite, if it is untextured, you're not in "planning mode"
var nudge_y = 0
if position.y != 0:
nudge_y = position.y
while nudge_y > glob.grid_size:
nudge_y -= glob.grid_size
(...same for x...)
planner.global_position = get_local_mouse_position().snapped(Vector2(glob.grid_size,glob.grid_size)) - Vector2(nudge_x,nudge_y)
and that time is for archiving threads against the imgur apocalypse anyway.Hey that's the same way I've been using my free time.
Calculating nudge_x and nudge_y with a while-loop may end up being noticably slow. For computing the remainder after division most languages provide a modulus operator 'x % y' for integers (and possibly something like C's fmod function for floating point numbers) which should have the same result.
Basic rules:
Draw 4 cards to begin.
On player's turn, draw one card, make a free test against the Opposition, if present.
Players take 2 actions: Actions include making tests, drawing additional cards and playing cards.
Damage = Might (for this example? Maybe depends on the character 'class')
Turn order:
Increase Threat by 1.
If instructed, draw a card from the Opposition Deck, effects and damage happen immediately.
Only one Opposition Card in play at a time.
Tests on Encounters/Enemies do not count as an action and happen at any point during your turn, this includes one free attack against an enemy (effectively 3 actions per turn, if Opposition is present).
Play equipment (permanent) or Instants (immediately discarded).
Discards are reshuffled into the deck immediately.
Tests can be made against the Scene or as Attacks against the enemy.
Attack: Test against your own Might.
How to Test:
Roll a d8.
Results 1-6 are compared against your governing stat, equal or below is a success.
The result of an 8 activates your character's Drawback, automatically succeeds. 7 activates their Expertise, automatically fails.
Adventure 1: Kobold Kamp
Descriptive Text:
I'm working on it!
Scene Cards:
Threat Track 15 ----+----+----+
Victory Track 12 ---+---+---+
Out of the Forest: You approach the camp from the treeline, covered by darkness. You may now Test Agility (-1) to gain 1 Victory, as you sneak toward the camp.
On Victory 4: Move to In the Camp.
In the Camp: Dipping between tents and hovels, the sleeping kobolds are oblivious to your presence. You may now Test Intellect (+1) to discover where the leader's tent is.
On Victory 8: Move to Bigiflus' Tent.
Bigiflus' Tent: You've found the kobold leader's tent, now it is time to finish the job - eliminate the target. Discard current encounter and Spawn Bigilus Koba.
On Victory 12 or Bigiflus defeated: You Win! Gain the card: "Intimidate (Instant): Replace Might for Personality in one test. If unsuccessful, draw a card."
Threat Path: On Threat 0: Draw from the Opposition deck every 2 turns. On Threat 5: Draw from the Opposition Deck every turn. On Threat 10: Enemies gain +2/+2. On Threat 15: Game over!
Opposition Deck begins{
Enemy Cards:
Helmet Snake: HP 1, Dam: 1
Kobold Fighter: HP 2, Dam: 2
Kobold Champion: HP 4, Dam: 3
Kobold Scout: HP 2, Dam: 2 Hit and Run: Test Ag, or return to Opposition Deck
Kobold Poisoner: HP 1, Dam: 2, Noxious Dart: Test Might or lose 1 Might ongoing.
(Absent until Victory 8)Bigiflus Koba: HP 8, Dam: 3 Brilliant Taunt: Test Personality or gain threat.
Encounter Cards:
Sound the Alarm! - Test Agility, gain victory or threat.
Pudding Pot! - Test Ag, gain victory or discard one equipment card.
Kowardace... - Test Personality, succeed gain victory, failure, spawn a kobold fighter
Kaptives - Test Ag, gain card "Watch My Back" or fail to gain victory.
Kobold's Horde - Gain 2 coin, gain one victory.
Scorpion in a Coin Purse - Test Ag, success gains 2 coin, failure takes 2 damage.
(Generics)
Physical Barrier - Test Might or take threat.
That's a Problem... - Test Intellect or take threat.
Trap - Test Ag or take 1 damage.
It's Coming Right For Us! - Test Might or take 1 damage.
Power Struggle - Test Personality to gain victory or fail and take threat.
Chest - Gain 1 coin.
}
Player deck begins{
Qui-quay, Barbarian - Health 10.
Might 4, Agility 3, Personality 2, Intellect 1.
Drawback: Superstition: Skip an action.
Expertise: Bulging Muscles: Heal 2 damage.
Equipment Cards:
The Song of Tempos: Add +1 to Might and Damage during attacks
Hetwoman's Advice: Add +1 to Intellect.
Good Luck Charm: On a failed check, reroll it once. This item cannot be used twice in an adventure.
Small Woodland Creature: Add +1 to agility on an Encounter.
(Generics)
Longsword: Add +1 to damage
Battleaxe: Add +1 to damage
Javelin: Add +1 to Might during attack.
Handaxe: Add +1 to Might during attack.
Loincloth: Add +2 to health.
Buckler: Reduce incoming damage by 1.
Instants:
Rage: Attack, adding +1 to Might and Damage.
Primal Instincts: Ignore damage from an Encounter.
I've Had Enough!: Discard the current Encounter.
(Generics)
Sudden Insight: Gain 1 victory.
Watch This: Test Might to gain 1 victory.
There's Gotta Be A Way: Test Agility to gain 1 victory.
Hah! Take That!: Deal as much damage as you recieved back to the enemy.
You Left Yourself Wide Open: Deal damage without testing an attack.
(Unlockable)
Watch My Back (Instant): Add +1 on an Encounter test.
}
That sounds pretty cool, it also sounds like you'd need to make a lot of different kinds of cards for several different categories for it to work. Would you need us to help with the cards?
Oooh a card game!
My favorite (video) card game is arcomage.
it's a minigame found in the might and magic series.
(not the heroes of might and magic rts game,
this one is closer to the elder scrolls or wizardry, it's old)
In Might and Magic Day of the Destroyer, you can find a deck of cards to play arcomage in taverns, and each tavern has it's own rules and win conditions. You get a prize for beating all the taverns. I think in Day of the Destroyer, it's a pair of artifact swords.
https://www.youtube.com/watch?v=Vd6whbzhLcw
I dunno, maybe I can make a tamagachi or something?
QuoteI dunno, maybe I can make a tamagachi or something?
my first and only attempts at making a game was some kind of clicker / idle game take on an aquarium. but it ended up rather tamagachi like. of course that project never got very far.. so I approve of this random throwaway idea!
in fact, a little portable tamagachi-like device that contains an active Dwarf Fortress sounds rather cute. you shake it every once in a while to wake up the sleeping dwarves haha. oh the possibilities!
I remember Tamagachi were wildly popular for a year or two when I was about nine or so. I wanted one lol, I got a decent cheap knockoff depicting a dog a few years later in a Christmas stocking after they weren't cool anymore. It was kind of f'd up unintentionally though; one of the options was to discipline the digidog (a digi hand smacks it) and the only way to start a new one was after the existing one dies. This meant if you didn't want to wait for it's natural death which took two weeks to a month of realtime IIRC, you would have to beat it to death while it wallowed in it's own excrement and starved since there was no "new game" option and they were tough little digidoggies that took a lot of that to start a new one.
I went back and found mine dead
*snip*