This is a simple game where your character must move to avoid obstacles and to hit targets.
- export to mobile and figure out touch controls
- get android emulator and apk export to work
- how to make responsive resolution?
- make something cool happen when you capture obstacles in a tail circle
- make an enemy that very slowly chases you
- create a different creep enemy
- squiggle/shake gesture to quickly retract the tail, or some other kind of error correction mechanic.
- add logic and labels for health and kill counters
- fix overlap of score and timer
- replace legacy creep assets
- add targets that collide with the head to grant bonus points (power ups)
- why can I pick up powerups before pressing start?
- why don't they respawn?
- port actionrpg hiteffects to complete the hurtbox script (animatedSprite -> HitEffect.png, audiostreamplayer -> Hit.wav)
to enable editable children to force some scene children overrides, right click in project pane sdkmanager --sdk_root=C:\Users\lucas\AppData\Local\Android\Sdk "platform-tools" "build-tools;30.0.3" "platforms;android-29" "cmdline-tools;latest" "cmake;3.10.2.4988404" "ndk;21.4.7075529"
- remove this after replacing assets
art/House In a Forest Loop.ogg
Copyright © 2012 HorrorPen, CC-BY 3.0: Attribution. Source: https://opengameart.org/content/loop-house-in-a-forest
Images are from "Abstract Platformer". Created in 2016 by kenney.nl, CC0 1.0 Universal. Source: https://www.kenney.nl/assets/abstract-platformer
Font is "Xolonium". Copyright © 2011-2016 Severin Meyer [email protected], with Reserved Font Name Xolonium, SIL open font license version 1.1. Details are in fonts/LICENSE.txt
.
What does a productionalized/released version of my game look like?
- gameplay loop, audience, devices, theme (ramen), goal license
** ourobouras shapes: something cool should happen. ** wow moment! ** tail grows longer to a certain length. make weak enemies that suggest ways to hack the loops then make monsters that no longer fall for it.
- if I want people to enjoy it: ** depends on testing! QA woot! ** developer bias, I know the whitebox ** have gameplay tests with new people, take notes, all that good stuff. ** go somewhere familiar, hey you wanna play it, then watch! ** all ages should be able to play.
-
visual theme
-
decide on input lag for touch, it may be better to have responsiveness
-
Is any of it salvagable or should I just start refactoring it?
-
Any things to keep an eye out for as I proceed down this path?
-
Can you plot a course for the beginner's mind?
How can I do pinpoint performance problems?
- I feel like the creeps slowdown sometimes
Can you suggest a good resource on how to palette swap my creeps?
- I want to try an ikaruga mechanic
The theme is cooking up to be about a dragon in a ramen bowl. Like a nyan cat, but a dragon with ramen. Any advice or insight on:
- Ripple animations to represent the wet surface of the soup
- need a shader. godot shader, water simulation, animations, particle system is a good option, particsl 2d node atatchedc to player
- shad3r course and videos!
- free intro to shaders
- shockwave shader
Any advice or insight on my combo system?
- one tailsession is defines the tail from when you start moving until you stop moving.
- all creeps defeated within one tailsession produce bonus points
- enclosing more than 2 creeps in a tailsession (like an ouroboros) defeats them simultaneously, grants bonus points, and terminates the tailsession (like a flourish/finisher). is it as simple as checking if the head intersects any line segments in the tail?
chat links: [] rewatch the video and capture notes Geometry.intersect_polyline_with_polygon_2d(polyline: PoolVector2Array, polygon: PoolVector2Array)
https://www.youtube.com/watch?v=mRixyMUr5VM https://github.com/GDQuest/godot-shaders https://github.com/GDQuest/godot-visual-effects https://github.com/GDQuest/learn-gdscript https://gdquest.github.io/learn-gdscript/staging/
I encountered this problem today in Godot 3.4.2. Like you, I tried experimented with changing several paths, installing new versions of build_tools and upgrading my JDK. The following finally fixed my issue:
Uninstall OpenJDK 11 (and OpenJDK 8, if you have it)
Uninstall Android Studio
Delete all files from %USER_HOME%\appdata\Local\Android\Sdk
Reinstall OpenJDK 11
Install the Android SDK using the command line tools described in Godot's instructions: sdkmanager --sdk_root=<android_sdk_path> "platform-tools" "build-tools;30.0.3" "platforms;android-29" "cmdline-tools;latest" "cmake;3.10.2.4988404" "ndk;21.4.7075529"
I think the most crucial step is deleting the files from %USER_HOME%\appdata\Local\Android\Sdk.
start emulator cd C:\Users\lucas\AppData\Local\Android\Sdk\platform-tools-2 .\adb.exe install ..\tools\Noodles.apk
open android studio choose virtual device manager from dropdown run an emulator click the android button that's now beside the play button