Day 243 - trying to figure out the signal custom data layer for the tilemaplayer and not having a lot of success...
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Day 243 - trying to figure out the signal custom data layer for the tilemaplayer and not having a lot of success...
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Day 242 - water and sand hazards have been added. Still pretty rough visually, I need to figure out how to have the ball behind the water/sand but the aiming line in front. it's currently being drawn from the ball node.
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Day 241 - we got rocks.
Also working on remaking the window creation script since it was a bit bugged, so the scale of some things might look weird.
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Day 240 - Made the active tiles and brought them into godot. I've got the tee box, a rock, sand trap, water, and the hole.
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Day 239 - I've never really done much like this before. I think I need to remake the hazard tiles so they are just the hazard and have them on a separate tilemaplayer.
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Day 238 - making some hazards. will need to figure out custom tile data to get these to do things.
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Day 237 - I added a world border so the ball can't be lost off the side of the screen. You can hit it as high as you want, even if you manage to uncap the power, the walls are infinite so it will always fall on the green.
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Day 236 - Implemented the power slider to allow for better ball control. Pretty easy, just passed the normalized line length to the apply_impulse() and it was plug and play!
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Day 235 - Made the power line so it increases as you move away, and turns red at the limit. Need to make it affect power too.
I can't decide if I want the player to be able to hit the ball while moving
I'm leaning towards no, but interested in any thoughts
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Day 234 - Made it so you have to be close to the ball to 'hit' it. Started working on the aiming and power lines but having issues with the position. Need to switch to my pc so I can do the transparent window correctly so the ball doesn't disappear
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Day 233 - Added the ball and rudimentary physics. Will need tweaking but looking good so far!
Going to have to add aiming/power indicators too
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Day 232 - back with a new project! called Taskbar Golf. It's a minimalist game to keep your hands occupied while watching or listening (digital fidget toy?). So far just built out the basics, next up is ball physics, then obstacles and so on.
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Day 231 - I got the exploding to work!
Well kind of, it looks like when clearing multiple lines at work I'm getting an error; although that might not be related to the exploding.
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Day 230 - I tried to put in something that would 'explode' the line when clearing it, sending the cubes in random directions, but it didn't really work. I might just try something simpler for now.
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Day 229 - (I repeated 226) just did some research into visual effects, I want something with a little juice for when lines are cleared. I like the idea of clearing multiple lines having a scaling effect.
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I think the day numbering has gone amiss. Today was actually 228 I believe.
Day 227 - while playtesting I found a bug where if you drop a block in an invalid place, it goes back to the 'stock' area, but it still was being counted as 'placed' so the game would spawn more stock blocks too early. I found the culprit and resolved it.
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Day 226 - I added in some logic to the update_score() function that checks to see if the current score is higher than the high score and replaces it if true.
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Day 226 - updated the save function to include the current score but need to figure out how to get the game state as well. probably easiest is just a dictionary that has the slot state and color
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Day 225 - made a little save and load function. Right now it just saves the player stats but in the future I want it to be able to save the game state so you can leave and resume a game as much as you want.
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Day 224 - Realized that the stat scene needs to know if it was opened from the menu or the game, so I added a bool that gets set to false if opened in game, and a quick if check.
In the future I'll make a dedicated scene for the menu version.
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Day 223 - I got the project loaded on the android editor and it's working pretty well! Want to try and tackle saving stats but it's a bit intimidating lol
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Day 222 - found a bug where the round_end signal wasn't firing when the player has more than one block left to play, and was able to quickly fix the issue (I think ๐ค) with a little for loop.
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Day 221 - made a couple new blocks. it's as easy as adding an array to the block dictionary.
[0,-9,-8.9] creates a 2x2 square block that will by default follow the placement, collisions, etc. as all the other blocks.
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Day 220 - made player stats. Currently these do not persist between plays so I will need to add some way to save these at some point. Any other stats that might be interesting to track?
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Day 219 - literally one line this morning; I had forgotten to put the line in the new function that sets the slot state to taken when a block is placed ๐ตโ๐ซ
Game is once again playable. Need to take stock and plan out the next tasks!
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Day 218 - working on the block placing now, making sure the cubes are being set up right for clearing later.
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Day 217 - got the hover visual working again. when you hover the block over a place it can be dropped, a visual indicator shows where it will be placed (THIS TIME WITH NO SPLITTING I SWEAR).
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Day 216 - was wrestling with the block placement and couldn't figure out why I was getting an empty array. turns out in find_slots() I was putting the slots into hovered_array, then overwriting it with the empty slots_array. That's a whoopsie.
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Day 215 - Each time I rewrite it, it gets a little cleaner! I think this is the third iteration lol. Now I need to make the third iteration of the drop function. I think that too will be smoother now.
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