The server #hikounomizud has some options for configuring matchmaking at the end of a game, in case spectators are connected and waiting!
- In 'stack' mode, the first connected players are always playing (useful for spectators that do not wish to play) 📺
- In 'random' mode, players are chosen randomly at the end of each game 🎲
- In 'challenger' mode, only the winning player is guaranteed to play the next game 🏆
#hikounomizu #gamedev #gaming #linuxgaming #enet #gameserver #arcade
#hikounomizud #hikounomizu #gameDev #gaming #LinuxGaming #enet #gameserver #arcade
I think the first video will just go over what the dungeon map is, how each square of the map is a node, what every node requires, and how the map is then assembled a piece at a time.
Now when I started out, the dungeon nodes were read as lines of texts, nearly a hundred lines where each line defined every node of the dungeon floor/map.
Since then I've taught it to read nodes off a texture, deciphering the map using pixel colors and such. I'll do both and start with the original.
step 1 in this dungeon crawler how-to is to tear the thing apart and take out all the thousands of lines of unnecessary and confusing crap that nobody cares about, like how to test if the character is carrying an item and then to test if a wall is passable because of said magic item. DELETE.
Even the core bits that make this work from the start are complex, so this is gonna be fun.
so I was thinking it might be fun, since I have so much free time and some such, that maybe I should start...not a devlog, but do a video of the entire dungeon crawler as it is to date. So just remake the hierarchy, the crawler, the painter, dungeon nodes, dungeon mapper, the whole shit. That might be worthwhile, yell at me (y u do dis *points at everything*). At least it would show someone how I've gone about it, in case they wanted to partake in this kind of insanity.
sauce 09 with the solution to the light not blending! I should have searched this sooner. well, I still haven't tested to see if it actually works, but I'm guessing so because his post above this one showed exactly the same blending problem and how Light2D from URP blends correctly. Woo!
#gamedev
5) I think that will work, but I'll have to figure that out for all the planes, but I'm only on plane 1 so far, 4 planes left to go. I think this will only affect the northern faces or at least so far the side planes don't look weird at all. The side planes have their own separate lights, they're a lot less intense and I think that's prevented the weirdness.
If this doesn't work, I'm not sure what would - target sorting layers is not accessible at runtime currently.
🎨 Dive into the world of pixel art with #Pixelorama! A free and open-source pixel art editor crafted with the Godot Engine by Orama Interactive. From animation timelines to custom brushes, it's packed with features to bring your pixel dreams to life. 🖌️✨ Whether you're a seasoned artist or just starting out, Pixelorama has got you covered!
🌌 Explore Pixelorama: https://orama-interactive.itch.io/pixelorama
#pixelorama #PixelArt #OpenSource #gameDev #GodotEngine
📢 ExcaliburJS v0.28.0 has been released! This significant update introduces a host of new features, including support for wasButtonPressed and wasButtonReleased, a clone() method for ex.SpriteSheet, and improvements in animations and input mapping. Additionally, there are enhancements in the Tiled and Aseprite plugins. Kudos to the community for their contributions! Dive into the details and watch the overview video for a closer look. 🚀
https://youtu.be/t-aLiF74BoE
#ExcaliburJS #GameDev #OpenSource
#excaliburjs #gameDev #OpenSource
Does anybody know how good is this #HumbleBundle about #indieGame #gameDev for somebody with 0 experience?
https://www.humblebundle.com/software/solo-indie-game-dev-essentials-bundle-software
What attracts me more are the ones about #GodotEngine, #2D design, #PixelArt and #Unity 2D.
#humblebundle #indieGame #gameDev #GodotEngine #2d #PixelArt #unity #Godot
Ask #GameDev developers working 80 hour weeks on $100M games for intern-level wages if they'd benefit from a #union
Likewise, ask contractors working "off the timesheet" on fix-bid projects for months to keep their jobs.
Twice, I've been on terrific teams when vulture capitalists swooped in w/ brutal layoffs, bribing/guilt-ing a few "rockstar" devs into keeping the ghost ship (& their profits) running on developers' sweat & tears. A union might've checked that exploitation.
alright I did a little rewrite of the DungeonPainter's animation functions and now they are saving all the positions in each animator before rotation, then:
on frame 0 of the animation, once the spriteRenderer has the first sprite, the new position was set by this point.
Then first show the animated wall object without its sibling.
Then hide the static wall.
Animation continues playing to the end.
At end show the static walls, hide the animated walls. Tada.
someone in gamedev posted this homophobic review from, I think Steam.
So much here. I don't want my game on Steam because I really don't need your bullshit opinions, either buy the game or don't - if I have a trans character or a gay character, STFU it has nothing to do with you.
Also person clearly takes issue with gays existing in reality, so that's...reportable? Should be to say that in a review is pretty trash.
How about only reviews from people qualified to review a game?
#gamedev
#gamedev
I've managed to get plane0 and plane1 fully rotating every wall clockwise and counter and so far that equals 237 graphics just for one style of wall. This is also with no arches or anything else yet. I still have to do planes 2 through 6, which have more visible walls than the closer planes. Each plane has additional sideplanes of north and west/east faces that increase +2 of each side for each plane. So plane2 has 2, plane3 has 3....etc. so. many. graphics. HALP.
I just can't work on Radiance all the time, and I'm not really happy with where Quest of the Wizard is right now, soooo, what to do? Very simple Radiance spin off game? Why not?! I wanted to do a Deju Vu kind of adventure game that has no character animation, very little animation at all, that focuses on a story, scenes to explore for clues etc. I'm pretty certain I have more than enough backstory to Radiance to make games for ages. It's super gross.
Wild Saturday night? I got you beat. I spent six hours working on this rotation. There's a blue stone that is on one face, and somehow ended up on the other face...I'm not going to fix it. =D
okay so the mapreader basically reads almost everything, it reads enemy zone types by color, it reads wall style by inner wall color, it reads the walls themselves to determine what kind of map-piece it is and updates the DungeonMapNode with all the info it needs to exist, and that's about it.
It could read some basic info about the node, like if it has a chest, but I kinda still need to code that line at a time anyway, because of the item name, key required, etc.
Unity 2022.3.4f1 is out and, I was hoping, it would this atrocious bug when zero-ing out a serializedfield of a list of sprites in the inspector. I get 999+ errors that never stop repeating of "InvalidOperationException: The operation is not possible when moved past all properties (Next returned false)"
Not sure why. I don't know how long this error has been in the editor but maybe a while? It's not going to crop up too often but it's annoying.