#finished HappyBoo.

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grizzled roost
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at this point to add to this base game, im having issues finding tutorials. it would be great to have a second ability, XP orb drops, incremental increases to stats, and optimization to how many ADS spawn in the game at one time. if you go long enough (about 3 min) your frames drop to nothing.

these would of course be the very first elements i would add to this game. any concise videos on how to add these elements, without having to stuggle like im pulling out my own teeth? any help would be appreciated. thank you @simple wagon for the great tutorial. it took me 3 times of trying to start, would get to about 50 min and get stuck. that being said, it has been my very first game ive ever completed, or tutorial on game design for that matter. learned a lot. (even with the back peddling)

stiff magnet
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I'm basically making a project with all of these things in it. Currently, I'm refactoring this exact part. While, I have these working, they are cumbersome in how they use the editor inspector. I can tell you that in my own journey, I am finding that over-use of nested resources in the editor inspector in conjunction with tool scripts is a recipe for pain. Not because it can't be done. It certainly can, and probably even well. For me, it's because editing those scripts; if I save them in a state that does not compile (syntax error, or otherwise) it can erase all changes I made in the editor inspector. So, I switched to the notion that for many things, it's okay to just have their own script that's an extension of their type. For Abilities, I have the Ability class, and each Ability extends that, and adds its own code for certain simple things. For behavior-related, or upgrade-related things, I use separate Node classes, and apply those like components. So, I can have, for example: A Projectile component, that handles ballistic, seeking or linear projectile movement, and can receive upgrades to projectile-related things, such as speed, number, size, etc...
That's just a taste of it for reference. I recommend leveraging the Node system in Godot for this as much as possible. It's made doing this much easier for me than in previous game engines, frankly.
Tutorials often teach you a "how" for doing things. Most do not teach you a "why" to do them a certain way, or what advantages/disadvantages different approaches bring. If I were you, I'd look for that kind of tutorial (they do exist). Entity-component system tutorials are good. I use a mishmash of patterns, myself, because different ones fit different things more, in my opinion. Some people swear by one or another, though.

simple wagon
valid gull
# grizzled roost at this point to add to this base game, im having issues finding tutorials. it w...

That's a lot, but go one step at a time. You can search on YT things like "godot 4 vampire survivors", "exp", "vampire survivors abilities", etc. Use small keywords if possible, although there are never tutorials for everything, so you also have to put lots of effort in the engine (experimenting, making mistakes, debugging, etc).
For example, for the exp orbs part or whatever, I suppose you can make enemies have a chance of, or always, drop an item that can be an area2d that you can pick up (the player. Check layers and masks for further info) and increase a number that is XP.
For the stat increase, those are just numbers that can be modified so you need to implement some way to trigger this (clicking a button, XP reached, etc). A lot of things must be defined in detail for them to work as expected.
Finally, you will spend lots of time watching tutorials and playing with the engine, that's learning for you, so don't be discouraged and go at your own pace.

grizzled roost
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thank you all for responding. as of now i currently have a new enemy type. the spawn counters are counting. i have created a new projectile. granted it only fires one time. but now i have no spawn rate issues.

this has been a great experience so far. it has given me the motivation to apply for college.

grizzled roost
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this is the current version really having a hard time with this beam shooting

grizzled roost
stiff magnet
# grizzled roost is there any way you could explain, maybe demo what you're talking about? see iv...

Not right this moment, but I can look later on for some of the places I learned about this pattern and link some things. Considering it's been over a month since I posted in this thread, I'm not in the same focus I was then. I've been dealing with my graphics production pipeline lately, so my headspace is there right now and I don't really want to shift gears mentally, atm. Brain has inertia like that, I suppose.

grizzled roost
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i understand. thats what ive been doing is going back to music much more so that tail was about the extend of my investment into sourcing for free material related to this project.

its not easy to find the right workshop, this engine is evolving rapidly. i am looking for paid tutorials at this point. anything that would be more practical long term.