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shotcaller-godot reviews and mentions
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Can I ask why nobody seems to use the Astar2D class? This seems to allow for improvement of the Navigation2DNode to add weights? Was looking for ways to add scores to Godot's current Astar, saw a Djikstra plugin but its no good, units keep getting stuck
I didn't use godot pathfind cuz I needed something faster, so I implemented JPF for my game https://github.com/spicylobstergames/shotcaller-godot/tree/main/prototype/map/pathfind If u need some help to use it just send me a DM
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Our new menu - Shotcaller
It's starting at 600x600px and the font name is EquipmentPro https://github.com/spicylobstergames/shotcaller-godot/tree/main/prototype/assets/ui
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Help me implement enemy waves in my game!
Check out our code ... we have a micro moba, one of our maps has 3 lanes with timed group spawns where the player can choose among extra unit types (archer, pawn or mounted) https://github.com/spicylobstergames/shotcaller-godot
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Looking for an Artist for your Game?
Hey there, I'm doing a 'micro moba' and our main character will be joana d'arc ... https://github.com/spicylobstergames/shotcaller-godot We have one artist working with us and all help is welcome!
- Lots of new goodness coming in v0.4 of Shotcaller, our open source micro-MOBA. Going forward the default map will be a single lane with 1-2 leaders. Learn to crawl before running and all that.
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I made grid-based pathfinding from scratch
I've implemented a very fast algoritm (jump point finder) in my game. If you wanna check it out here's the code link: https://github.com/spicylobstergames/shotcaller-godot/tree/main/prototype/map/pathfind
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Stats
spicylobstergames/shotcaller-godot is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.
The primary programming language of shotcaller-godot is GDScript.
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