godot_open_star_fighter
turbofat
godot_open_star_fighter | turbofat | |
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1 | 12 | |
25 | 43 | |
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4.8 | 9.5 | |
12 months ago | 8 days ago | |
GDScript | GDScript | |
MIT License | MIT License |
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
godot_open_star_fighter
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Help with scene transitions and best practices
I have a scene switcher node which started out being based on a doc page about background loading which has since changed, but I use it as an autoload which I call functions from. I have specific functions for transitioning to a level and another for returning to the main menu. You can take a look at the code here. I have done something very similar to this in all of my projects so far but this is the most recent iteration. I used to use signals too at the start but then swapped to making it an autoload with direct funtion calls so I don't have to mess around with connecting those signals.
turbofat
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Tips you wish you knew sooner?
I found that same thread! I read through about 10-20 different similar threads hoping to find guidance, because creating and managing a bunch of one-shot timers is sort of tedious. I ended up writing a TimerGroup script where I can still create one-shot timers, but have the option to clean them up with timer_group.clear() if something unusual happens. And instead of calling await or yield I just hook up listeners.
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get_parent() and get_node() considered harmful
There are many well-designed and clever uses of get_parent() and get_node() other than your naive approach of arbitrarily navigating the scene tree to create brittle code. Here's a script I wrote so that its parent button can be activated with more than one shortcut key (e.g opening a menu with either the 'back' or 'menu' button). I'm curious how you'd handle this scenario in a way that produces concise reusable code?
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My open source Tetris-like game "Turbo Fat" is starting to come together
It's also open source if you'd like to pry into the source code or play it yourself. It's made in Godot 3.5.1 but I'd love to upgrade it to Godot 4 to play with all the new toys -- particularly CanvasGroups which will be a monumental improvement for my 2D rendering!
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Labels add "+3" to all line spacing. Is this magic number "+3" accessible anywhere?
Here's my current code, it is provided a list of fonts and will apply the largest font which can fit all of the text. However, calculating "will this font fit" of course cares about the difference between a font taking up 12 pixels of space and 15 pixels of space, so I need that "+3" constant. Maybe there is a better solution!
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Prevent overlapping sounds from playing one loud sound effect
sfx-deconflicter.gd
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I rewrote my game using Godot 3.5's SceneTreeTweens! Here's what I learned.
Overall I thought updating all of my code would take forever but I ended up doing it in a little over an hour. There's a little less visual clutter in my scenes now, since I don't need as many nodes. Here is the full change log if you really want to dig into the weeds! Thanks for reading.
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The unnecessarily fancy loading screen I designed for my puzzle game
When my game loads, it runs this ResourceCache script
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A puzzley scene transition I made using GDQuest's transition shader tutorial. Thanks GDQuest!
https://www.youtube.com/watch?v=K9FBpJ2Ypb4 here's the tutorial I followed, I made a custom mask which resembles the blocks from my game.
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I'm thinking on starting my own indie game, is it okay to just use assets I bought online?
However, if this is a game you're planning on to work on for a few months, publish on itch.io or Steam, or make money from -- then I recommend recording the licenses for all assets in your game, and keeping them in one place. For example, I have a big asset-license.txt file which tells me, for example:
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Any tips on applying a big animated texture to parts of a tilemap?
The game is open source, and the source code is available here if you want to poke around. The offending scene is Overworld.tscn, specifically the viewports near the top of the scene.
What are some alternatives?
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jdungeon - An opensource 2d morpg game based on the Godot engine in a medieval inspired fantasy world
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godot_project_starter - Godot Engine project that comes scenes every game needs, HUD with pause and input rebinding menus and more!
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