If you're sick of all the forced AI, data tracking, advertisements, and bloatware (like Edge, Bing, and Co-Pilot) in your operating system like I was, there has never been a better time to install Linux. #linux #archbtw
If you're sick of all the forced AI, data tracking, advertisements, and bloatware (like Edge, Bing, and Co-Pilot) in your operating system like I was, there has never been a better time to install Linux. #linux #archbtw
This is a huge win for the #Wordpress ecosystem.
Thanks for sharing some insight on this!
Basic bolts and explosions aren't the only projectiles in my upcoming game โ who doesn't love a good beam weapon?
#godot #gamedev #roguelike
I learned a lot about balls in this episode. In a good way!
Check out my Open Source DualGrid tool here: github.com/Exonfang/god...
Implementing my dual grid system into my main project stepped up the visuals, cut the required tile art in half, and simplified the procedural generation logic.
Give my DualGrid a try next time you might use TileMapLayer and terrains in Godot!
#godot #dualgrid #pixelart #gamedev
I created my own #godot 4.4 Dual Grid system which supports unlimited adjacent terrains without requiring bespoke art or unique layers for each combination!
github.com/Exonfang/god...
This project builds on #dualgrid implementations by
@jesscodes.bsky.social and @glitchedinorbit.bsky.social
Definitely saving this for when I jump into 3D!
The core mechanic of my game involves the player inscribing their weapons to create and modify chains of projectiles and effects.
Now, inscribed equipment will also drop! This really helps to teach the player what is possible with different combinations of inscriptions.
#godot #gamedev #roguelike
I use :only-child on flex children the most. I build custom themes, so making sure things still look good even when clients only add a single element to a section that is intended for multiple elements is useful. It can avoid a lot of complicated media or container queries.
Early playtesters found my initial level-up system confusing and disruptive. While far from unique, implementing a classic pick-3 mechanic solved a lot of those problems.
This was a good reminder that genre staples are important and they're commonplace for good reasons.
#godot #gamedev #roguelike
Instead of ammunition, the player has limited resources which regenerate and cooldowns to manage. These new visual indicators go a long way to help inform the player of these restrictions!
The smallest UI changes sometimes have huge impact.
#godot #gamedev #roguelike #ui
Bumpers (circular, triangular, or bars) like they have in pinball machines. If you hit them, they should send you flying!
A core theme of my game is the mists, so I've been spending some time experimenting with how that could be represented in game.
While the final approach will be more stylized than this, it was easy to replicate the basics of a Nuclear Throne style lightning system.
#godot #gamedev #nuclearthrone
Taking inspiration from Risk of Rain, difficulty and reward in my game will be controlled by dynamic rating systems. With these systems, I can keep gameplay challenging and rewards relevant regardless of the route a player chooses.
#godot #roguelike #gamedev
With the basic mechanics of procedural generation in place, my attention has shifted to creating interesting objectives and events for the player to find around each world.
Chests are boring. Instead, the player will need to complete a quick event to get their reward.
#godot #roguelike #gamedev
Huge progress today - a bunch of optimization tricks took what was once a 2 FPS scene to a stable 60!
I've zoomed this clip out a bit so you can see some of the magic happen. This will enable pressuring the player through increasingly difficult and numerous enemy spawns!
#godot #roguelike #gamedev
Got all my existing systems to play nicely with my rudimentary procedurally generated maps for my upcoming yet-to-be-named game. #godot #roguelike
Shorts and Reels prioritize watch time more than engagement and lack adequate tools for creators to engage in back and forth communication within the main content format - the video itself. Shorts and Reels have your engagement mostly go directly and privately to the creator.
Experimenting with procedural generation for my yet-to-be-named roguelike game inspired by @vlambeer.com's Nuclear Throne and Nolla Games' Noita.
Made my first contribution to an open source repo for @aarimous.com's AudioManager which makes managing lots of simultaneous AudioStreamPlayer nodes much easier. This is especially useful for any project that might generate a lot of these nodes simultaneously, like a bullet hell game.
#godot