Finally implemented rebinding of input keys in my game. This may not seem like much, but it turned out to be one of the most complex pieces of game UI I've made.
#ScreenshotSatuday
Making such "hexel art" is probably similar to making traditional pixel art in terms of techniques and approaches (can only guess, never done it before), except the only tool I have is the in-game editor I had to made myself.
Cursed art style: hexel art (pixel art on a hex grid).
For each puzzle in my game I need to make two images: the puzzle itself (using between 1 and 4 colors from a predefined palette), and a full-color picture which is revealed when the puzzle is solved.
#screenshotsaturday
As a side effect of these new mechanics is that they allow creating more difficult puzzles that are still small in size, which I really like. In classic picross / nonograms the puzzles usually have to be quite large to be challenging.
The original idea of my game was simply "picross on a hex grid", but it became much more than that. The new mechanics that I implemented add quite a bit of variety to the process of solving the puzzles (and I have ideas for even more).
#screenshotsaturday#gamedev#indiedev
@RandomDevDK @reduzio@godotengine I see, thanks. The initial version of my game was done in Unity+Shapes before I migrated it to Godot, and Shapes was significantly faster and had much wider set of drawing functions. Godot's drawing is just good enough for my use case, but I'm already pushing its limits.
@reduzio @RandomDevDK @godotengine I managed to make an entire 2D puzzle game by using exclusively custom drawing, although its performance is not ideal when it draws too many elements. https://t.co/FXxqCqRELR
Here is a sped up gameplay video of Hexograph, the puzzle game I'm making (picross-like on a hex grid). I just finished migrating the game from Unity to @godotengine (well, most of it, still need to migrate the level editor).
#screenshotsaturday#gamedev#indiedev#GodotEngine
@reduzio @RandomDevDK @godotengine Is 2D custom drawing different from what you're talking about here? Is it CPU rendering maybe or has some other limitations?
https://t.co/6ddsNSZuQH
Here is a sped up gameplay video of Hexograph, the puzzle game I'm making (picross-like on a hex grid). I just finished migrating the game from Unity to @godotengine (well, most of it, still need to migrate the level editor).
#screenshotsaturday#gamedev#indiedev#GodotEngine
Belated #portfolioday: I'm a hobbyist game developer, and by "game developer" I mean that I've been mostly playing around with procedural terrain generation and voxel terrains, without really releasing anything (which I intend to change by focusing on small games).
My favorite part about #GodotEngine so far is how easy it is to find answers to any questions I had so far, or when I didn't know how to do some thing in it. Between the (very good) official docs, Q&A forums and reddit, the answer is usually in the top search results in google.
New devs often are indecisive between using C# and GDScript in #Godot. Especially with the many people coming from #Unity, the discussion on C# has gained a lot of attention.
Since I was asked, here's aπ§΅of my experience with C# in Godot.
#Godot4#IndieDev#Csharp
@_cookieBadger Nice summary! This is more or less exactly my experience too after spending a few days trying both. I can work with almost any language but not having full IDE support (refactoring, "find usages", etc.) is a deal-breaker for me personally.
https://t.co/qUivUdIUva
Godot and programming language choices. I like C#, used it for many years with Unity and generally slightly prefer statically typed languages. But I'm also very experienced with Python and like that one too. (I know GDScript is not Python but the familiarity is still there.)