I'm off on various real life missions until the end of the month, so this is my potential release candidate for the challenge, which is available for download for windows and linux from the project page below.
If there are any easy bugs to fix I will try and sort them. This video is actuall…
I'm hard at work trying to finish within the next week or so on the side scrolling challenge, running out of time, so I may add some extra stuff to the game after the deadline but want to get something working to submit. I'm just working on making some objectives and level ends / changes but I t…
Probably one of my more controversial and patronizing posts, I'm sure some will disagree and I did think twice about posting but hey ho I've written:
It seems that almost every day a naive post comes up asking how best for a budding 'game developer' to get into 'the industry'. Somewhere al…
I've just been hurrying to finish a passable first version of my chess game I'm doing as a challenge with Rutin. After a quick flurry of activity on the user interface and the rules, I tried to make some vaguely sensible recursive tree searching AI. It was interesting, and involved a l…
Once I had the basic AI working I have been doing a bit of housekeeping but much closer to finishing, I have taken my menu, sound and music code from my Frogger game and tried to make them into a generic framework I can slot into later games. At the moment the menus are pretty identical to Frogg…
As promised, here is a video of the enemy AI starting to work. I've only just started and there are still some bugs in the heuristic, it moves into positions where a piece is threatened where it should not. And it doesn't yet have any concept of check, check mate and en passant and castling, and…
About 24 hours after starting, here is a video. I have most of the rules implemented in a generic way (still to do en passant, castling and double pawn moves but these may be treated as special cases). As you move it calculates which pieces you are threatening and which threaten you. T…
Having a few potentially free days I've decided to have a go at Rutin's challenge, making a chess game:
https://www.gamedev.net/blogs/entry/2266806-challenge-1-3d-chess/
I've fancied having a go at this for a few months now as I've never done o…
I've been slowly progressing on my boating game over the past few weeks, it's been great that I seem to have a few people interested on youtube, despite me having no firm idea on a game design. I guess once you have water and land and boats you can use it for everything from racing to pirates / …
While I've been mostly busy this past month with moving house, I have been making a few models and experimenting with making some water physics in Godot. I got thinking about when doing Frogger, about having a section with the frog driving a boat, but didn't really have time.
Anyway as far a…
Just a little post that I have uploaded new version of my frogger game (011) on my project page, there is now a random game mode, and options where you can change difficulty, full screen toggle, and sound and music volume, and an as yet untested MacOSX version.
The fullscreen toggle may…
Finally made a first release of my frogger game for the gamedev challenge yesterday:
What went right- Using Godot Engine. Godot and GDScript was very quick to learn and get started with, and is very good for these types of small scale games. Overall I preferred it to Unity which I used …
Been a bit slow on the progress front past few days, maybe because I was making more assets which is slow - lily pad, snake and bird. These are now in the game although I haven't put in sound effects yet. I need to re-export the snake because it has lost the motion of the root node which is why …
After spending many hours painstakingly attempting to model creatures entirely by hand, I finally discovered (a couple of years ago) the skin modifier in Blender, which is a fantastic quick way to build organic creatures and shapes, especially for the artistically challenged lik…
I spent a couple of days adding a procedural splatting terrain texturing system, similar to the one I used in tower defence. However it does run slower than in the Unity version, I suspect gdscript is currently quite a bit slower in Godot (3.05) than C# in Unity.
As a result I've thought abo…
I'm just today thinking about the rights issues of my little frogger game for the gamedev challenge. It is quite common place to make clones of games as a learning experience and for jams, but it is worth spending a little time thinking about rights issues.
I got to thinking about this becau…
I have now added some animations from blender to Godot. Mostly they went in very easy, and the AnimationTreePlayer makes it easy to set up node graphs for the animation logic. Although I couldn't work out how to do certain state changes, I gather this is being changed in new version though.
…
Quick update to show how everything is going. Ignoring the river doesn't drown you, collision bugs etc, I've been pressing on with getting the major features in. There are now menus, UI (basic to start), game state logic, winning, losing, and just today I was putting in sound.
Sound has been…
Just a quick update to show how my frogger challenge entry is coming along. I had a day off yesterday and have today put in collision detection and a few other things. You don't die yet if you drown and the crocs and turtles are going the wrong way, the collision detection has lots of bugs, but …
As I'm using Godot for this challenge there is no asset store, so I'm attempting to make all the assets myself. I'm no artist, and I find making artwork pretty tedious and time consuming .. that said I'm gradually getting more efficient at it. So I spent the first few days making artwork which i…
The past few days I have been playing with Godot engine with a view to using it for some Gamedev challenges. Last time for Tower Defence I used Unity, but updating it has broken my version so I am going to try a different 'rapid development' engine.
So far I've been very impressed by Godot, …
Just a little progress update to show how my little texture tools app is progressing. I actually got waylaid for far too long investigating white balance correction. It is not at all important for this app, and more something I am interested in for correcting photos and video.
White balance …Now I realise this is stretching slightly outside the normal realms of gamedev, but while working on my texture tools I've turned my attention again to something that is often a problem for photographers, white balance.
While white balance is something that is easy to correct when you have a…
Just a quick update to show I've just started getting the GUI working for texture tools. The node editor is still a work in progress but it seems to do the job.
I still haven't done any significant work on the methods yet but that is the fun stuff .. I've been getting the boring interface an…