screenshot club: share your game dev!

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.

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recruiting my wife to provide some very nice line art to work with:

toastmouth

(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)

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Barfing Haunted Portrait

i should set up source control…

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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

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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.

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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.

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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.

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I love my little Chrono Trigger style Haunted House.

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ezgif-7-e9e64130d3

fun with shaders for my new game taking place in a big city

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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!

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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

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