Every once in a blue moon Godot crashes and for some reason I can’t fathom sets all the open scene files to 0 bytes long, effectively deleting them catastrophically. I have tried various filesystem acrobatics to restore these zeroed files and have not succeeded and so I just try and be very diligent with my git commits. Happened this morning and I “only” lost ~3 hours of work!
You know what they say: be diligent, or get cubed.
recruiting my wife to provide some very nice line art to work with:
(i have no idea how i’ll be able to oktrollberfest deadline this year with how many art boards i have planned for this thing)
i should set up source control…
oh dang i need to see if i can spend a couple days working on something for oktrollberfest. i’ve barely had time to work on my big projects lately, alas
source control has saved my life. also allows me to flit between three different machines with ease.
If you need help let me know. I love source control.
So the way this works is that I have a 3d world for each door where I am rendering the camera output to a sprite which I put on the screen. For some reason I get a real kick out of this.
So I refactored the puzzle block code a bit so that contiguous rectangles of blocks are just represented by a single in game object with a single collision rectangle. Also, for reason I don’t understand with respect to my self imposed deadlines I drew a bunch of alchemy lab/castlevania style shit.
I love my little Chrono Trigger style Haunted House.
fun with shaders for my new game taking place in a big city
added a couple new enemies to the game, so i made this to show off all six enemy types at once. now i have to overcome the next obstacle: making more levels. that part is hard!
since last I started I have gotten a fairly basic flight sim off the Godot addons library and have been hammering it into submission to make something fun to fly around. One thing I might have to do earlier than I wanted was to get wave collision working - the waves are displaced using a fragment shader so I can’t just do a distance check and the actual wave logic has to be implemented in a different part of the code to get the wave height at certain world coordinates. tricky