Oh wow! I missed that! So cool!
jlothamer
I was looking for something similar and found an asset in the godot asset library called Font Auto Size Labels. (https://godotengine.org/asset-library/asset/2866) It only worked well at design time and not runtime so I abandoned the idea and stuck with regular labels and using elipses. But I bet if you examine how the asset works, you might be able to get it function at runtime or learn how it works and roll your own. Good luck!
You can use Geometry2D to triangulate the polygon and then determine the area of each of the triangles from their points. I would do this in an editor script and put that results into a text file or maybe generate a dictionary and keep it directly in code.
I played it for a few minites. It's pretty good for a first game. You didn't neglect sound, and there's a bit of dialog to add a "story" and a reason for what is going on. The art is nice too.
I think a bit more polish for the projectile impacts would be nice. When I first managed to hit an astroid, nothing happened. Maybe make it flash or add impact particles with a sound so the player knows it had an effect.
I did not like how the ship controlled, but that may just be me. I also wanted to be able to press a button to fire so I could time the shots.
The powerups were good! And having an icon on the screen to indicate which is active was a nice touch. But I would ditch the dark panel behind them. If icon visibility is an issue, then make those icons more visible. Maybe add an outline to the icon themselves.
Keep at it! You're off to a good start!
Git here. Subversion for a while before that. And source safe, or as I like to say source "safe", before that.
But maybe a better question would be, what source control hosting site (if any) do you use? And do any of them not forcibly use your code to train their AI?
I entered a game for the Indie Game Clinic’s Collab Jam too! Our game is Spacial Delivery. Honestly, I think we wiffed on the theme, but the game turned out pretty good, so I'm still proud of it.
However, I don't see Goreticulture on the jam submission page. Did something go wrong submitting it? You might be able to get the Indie Game Clinic guy to let you submit still if there was a problem.
I see this kind of poor add-on "hygiene" alot, but I thought Godot flagged when this happened in the install dialog and you can uncheck anything that's outside of the addon folder. I'm pretty sure that now the damage is done you can just delete any non-code or non-resource files it added. Maybe do a commit before doing so, but it should be OK. If the addon has a license file (which is recommened in the Godot docs), it should only ever be in the addon folder itself and only pertains to the addon.
I have an add-on that will help with game state like locked doors and stuff. You an find it in the Godot asset library as Game State Saver Plugin. If installed directly from the Godot editor, you'll get a watered down demo with the add-on. But a more extensive example can be obtained by downloading the entire repository. That full demo has a locked door, switches that affect things in other level scenes and remember their state, and more.
As for a more flexible, extensible system for inventory I would look into custom resources. You can add things to the custom resource like an inventory texture, display name, and other info about an inventory item. Then you can use an exported property array and add the items as needed. You can even save the individual resources as resource files for easy reuse and updating later.
Now how to connect a custom resource to the save system is something I have not gotten around to doing, so I can't say exactly how that would work right now.
Hope this helps!
Very interesting. I was thinking about doing this, but went the Defold route instead. Defold is much smaller out of the box than even these results, but the sacrifices in functionality are pretty severe and the editor and engine are, shall I say, cantankerous. I may have to circle back to trying this at some point for my web games. Thanks for the post!
I checked it out but haven't completed the goal yet. It's pretty good. The simple tutorial in the beginning is enough to get started and after a few restarts, I figured out what to watch out for. It does a good job building tension having to check and sometimes recheck things as you go.
I think the camera needs some smoothing or something. It's not too bad, but doesn't seem smooth to me.
The biggest issue is the download size. 1 GB and so far I've seen the same hall with mostly identical robots. (I got to level 7, btw. So, maybe that's the reason.) I see a lot more in the project files, so maybe this game is meant to be much larger. But even so, why is it so big? The pck file once the download is unzipped is 2 GB!
Cool to here about youtube alternatives, and yeah, bitbrain has some great stuff!