So I told the build menu, to tell the build system, to tell the building; to upgrade. This all while the game was "paused". Any node with a script is able to get another node to run functions within their script. Something like node.function() where node is the node that has the function, and function is the function. Clear as mud until you try it.
This is great in situations where signals may be too troublesome to set-up. I'm not talking about default signals, but custom connections. It is also helpful where you can get or pass a node with w function you want to run. Not sure if you can run a node's functions on another node, but if I can I'd probably crash the engine every day. Might try it just to check.
The game is never truly "paused". Pausing the scene tree in godot just pauses processing functions (process, input, physics). Signals and calling other nodes' functions from an active node still works. (Running the _process function on a node from an un-paused menu node might crash godot) This means I can cause NPC expressions, object building, and general mischief while the game is paused just from a single active node. Cascading function calls anyone? (How to mess with the player, 101)
Arrays (really?) and dictionaries are passed by reference, not copied. This means that if a node's script sets a dictionary as equal to another dictionary, changes are synced across all instances of this dictionary. So my silos will grab the parent's exported dictionary which will be referenced from a global building dictionary (or even a nested dictionary). So updating the silos when you add/remove items will update the master dictionary.
And there are still tricks to find.
Posts about the games I've played and worked upon, both current, failed, and other. I'll also post about subjects that interest me.
Monday, September 30, 2019
Thursday, September 26, 2019
It's a cube, it's a sphere, it's a placeholder!
Added a build system to Little One. I'm currently using placeholders for the upgrades and a couple of buildings. So far it is going good, but there are only upgrades for one building. The upgrades are hidden below the building and moved up once activated.
As you can see, the buildings can be created, deleted, and one can have upgrades. The final version will require materials to create the buildings and upgrades. After the upgrade placeholders are done, I'll add the actual upgrad objects and material requirements.
As you can see, the buildings can be created, deleted, and one can have upgrades. The final version will require materials to create the buildings and upgrades. After the upgrade placeholders are done, I'll add the actual upgrad objects and material requirements.
Monday, September 16, 2019
Petting the sweaty stuff
Been fixing small errors in Little One the past few days.
The vacuum handles water and solids differently, but it was clearing the object refList when needed. When dealing with water, this wasn't needed; removing it made the vacuum mechanics much better. Almost too good, I've had to enlarge a few collision areas and still need to tweak the speeds.
I was originally going to use critters as ammo, but Godot doesn't have a good way to control rigid bodies. That meant I'd just use their products (eggs and the such), but the critters were not laying their eggs anywhere visible. Finally, I just had the eggs placed where the critter was because using the output node for placement didn't work for some reason. Dude, where's my output node's translation?
Speaking of critters, since they now use different physics the game would crash whenever the vacuum areas touched them. So I removed them from the Vacup group and then they stopped being held by the fences. The fences change Vacup object's physics layers so they'll collide with the walls. Just made the fence area also look for Critter groups to fix that bug. Critters walk in, but they don't walk out.
Added carrots because I already had a "fruiting" tree and root veggies seemed harder. Guess what?! I was right! The carrots got "stuck" in the ground. To "combat" this, I just re-textured the rock mesh and added it like a small hill. Using this, I adjusted the carrot height and fudged some things. Fixing the vacuum also helped immensely. This work around is kinda low-hanging fruit though.
I've set the vacuum to aim where you are looking, but the items still have problems being caught by the receptacles. Scalling up the collision areas should work though.
The map is mostly done, and gates are being added. Plant and tree areas are mostly done, but I have some edits planned. Critters move about and can produce items, they need more work. Water needs to be worked upon, but is mostly good. The dialog and storage systems still need to be added, but I'll have that fairly easy.
Support this artist on either Patreon or Ko-Fi.
The vacuum handles water and solids differently, but it was clearing the object refList when needed. When dealing with water, this wasn't needed; removing it made the vacuum mechanics much better. Almost too good, I've had to enlarge a few collision areas and still need to tweak the speeds.
I was originally going to use critters as ammo, but Godot doesn't have a good way to control rigid bodies. That meant I'd just use their products (eggs and the such), but the critters were not laying their eggs anywhere visible. Finally, I just had the eggs placed where the critter was because using the output node for placement didn't work for some reason. Dude, where's my output node's translation?
Speaking of critters, since they now use different physics the game would crash whenever the vacuum areas touched them. So I removed them from the Vacup group and then they stopped being held by the fences. The fences change Vacup object's physics layers so they'll collide with the walls. Just made the fence area also look for Critter groups to fix that bug. Critters walk in, but they don't walk out.
Added carrots because I already had a "fruiting" tree and root veggies seemed harder. Guess what?! I was right! The carrots got "stuck" in the ground. To "combat" this, I just re-textured the rock mesh and added it like a small hill. Using this, I adjusted the carrot height and fudged some things. Fixing the vacuum also helped immensely. This work around is kinda low-hanging fruit though.
I've set the vacuum to aim where you are looking, but the items still have problems being caught by the receptacles. Scalling up the collision areas should work though.
The map is mostly done, and gates are being added. Plant and tree areas are mostly done, but I have some edits planned. Critters move about and can produce items, they need more work. Water needs to be worked upon, but is mostly good. The dialog and storage systems still need to be added, but I'll have that fairly easy.
Support this artist on either Patreon or Ko-Fi.
Thursday, September 5, 2019
And we're stuck, in the map.
Got Little One's map all set up how I wanted it, it looks good, decided to build and play; and got stuck. You can't really get farther that a few areas before you get stuck. Because of this, I won't be releasing today. There is still quite a bit to edit and nudge around.
Walls must be added/removed, ramps placed, and pieces moved. I might have it fixed in a few days, but I'm too hungry now. On the plus side, there are plenty of areas to put gates to control player movement. Most of the layout is done, and I'm using spires to patch holes.
There will be seven to eight areas to explore in this map, all with different features and dangers. Once the map is fixed I'll keep adding features until complete, then get back to Adventures' EDGE. I might fiddle with some mechanics for other games as well.
Walls must be added/removed, ramps placed, and pieces moved. I might have it fixed in a few days, but I'm too hungry now. On the plus side, there are plenty of areas to put gates to control player movement. Most of the layout is done, and I'm using spires to patch holes.
There will be seven to eight areas to explore in this map, all with different features and dangers. Once the map is fixed I'll keep adding features until complete, then get back to Adventures' EDGE. I might fiddle with some mechanics for other games as well.
Friday, August 30, 2019
Artificial Additives.
I've been having some problems lately. The area I live in does not get high-speed internet, and I couldn't afford it anyway. Therefore I either go to a local coffee shop or library to access the internet. The coffee shop is noisy, crowded, and I lack money to get a coffee most days. My heart can't really handle much caffeine, so I get decaf.
While the library is quite, it employs a web filter. Nothing wrong with that, keep people from accessing things they shouldn't. The problem is they block anything to do with games, and their filter recently re-classified numerous websites lately. Did I mention that this library has Minecraft and Roblox installed on their own computers? And they block game websites. Gambling is another category and I'm not sure if they block those.
For the past two weeks I've tried to find a solution, even asking for websites to be unblocked; nothing. Even proxy websites are blocked and I'd rather not use tor. Of course I use firefox, and add-ons are not blocked. I searched for a proxy add-on and installed one with a good rating (not the first in the list). Now I can access open game art, itch, anything. My browser just ignores the filter.
Some will argue the philosophical and criminal merits of this action. I'll be able to update my projects without frustration.
While the library is quite, it employs a web filter. Nothing wrong with that, keep people from accessing things they shouldn't. The problem is they block anything to do with games, and their filter recently re-classified numerous websites lately. Did I mention that this library has Minecraft and Roblox installed on their own computers? And they block game websites. Gambling is another category and I'm not sure if they block those.
For the past two weeks I've tried to find a solution, even asking for websites to be unblocked; nothing. Even proxy websites are blocked and I'd rather not use tor. Of course I use firefox, and add-ons are not blocked. I searched for a proxy add-on and installed one with a good rating (not the first in the list). Now I can access open game art, itch, anything. My browser just ignores the filter.
Some will argue the philosophical and criminal merits of this action. I'll be able to update my projects without frustration.
Wednesday, August 28, 2019
Texture Material
Used my phone to take some pictures and turn them into textures. I've used Gimp's cubism filter to make them look a bit better and keep the art style semi-uniform.This prompted me to get the textures finished for Little One's maps. They are mostly done, Just need the caves and matchstick maze.
I'll upload the textures to open game art when I can, and post the map images when they are done. Most of the textures are not tile-mapped, but most can be. Once the map is done I'll do a quick run and see how everything looks and edit anything that needs it.
Finishing the map seems like the best course, then I'll be able to add the mechanics as they are polished. The plant growth mechanic is mostly done. Dialog mechanic will be repurposed from Adventures' EDGE. Critters are just starting to be programmed, and need some tweaks. Beasts, rain, and water pools need to be stated on. The vacuum mechanics need some tweaking, as does the music system.
Soon I'll have Little One mostly done and I'll tweak Adventures' EDGE and work on that some more.
Have a nice day and stay hydrated!
I'll upload the textures to open game art when I can, and post the map images when they are done. Most of the textures are not tile-mapped, but most can be. Once the map is done I'll do a quick run and see how everything looks and edit anything that needs it.
Finishing the map seems like the best course, then I'll be able to add the mechanics as they are polished. The plant growth mechanic is mostly done. Dialog mechanic will be repurposed from Adventures' EDGE. Critters are just starting to be programmed, and need some tweaks. Beasts, rain, and water pools need to be stated on. The vacuum mechanics need some tweaking, as does the music system.
Soon I'll have Little One mostly done and I'll tweak Adventures' EDGE and work on that some more.
Have a nice day and stay hydrated!
Friday, August 23, 2019
Blocky Pixels
I rather enjoy the library. It's quiet, has internet, and doesn't block any websites I need for my projects. Until they decided to block open game art and any website I would upload my game updates to. I live in an area where I cannot get high-speed internet, even if I had the money. Over the course of a weekend half the websites I used got blocked, but the library still has minecraft and roblox on their computers. Good luck updating them when you block anything to do with games.
Their security system, Fortiguard, is"great". It categorizes derpibooru as pornographic and gurochan as arts and culture. With derpibooru you have to set the filters to view anything adult but with gurochan it's just a click away, a click away. Because gore is so artistic and cultured. Pixiv is marked as Entertainment, but has similar content as dirpibooru, just in broader categories. And don't get me stated on furaffinity being arts and culture. I guess nobody was logged in when that site was classified.
Fortiguard won't update a website's category, even if you ask nicely with evidence that the category is incorrect.
I know, I'm complaining, but I think I should do that more often.
The local coffee shop doesn't block games. I may not like the music or chairs, but I'll be hanging around there more often. Mainly to avoidThe People's Library.
Maybe they'll block blogger next.
Their security system, Fortiguard, is
Fortiguard won't update a website's category, even if you ask nicely with evidence that the category is incorrect.
I know, I'm complaining, but I think I should do that more often.
The local coffee shop doesn't block games. I may not like the music or chairs, but I'll be hanging around there more often. Mainly to avoid
Maybe they'll block blogger next.
Subscribe to:
Posts (Atom)
