For people visiting this profile, i'm learning more about the Godot game engine features by recreating a classic game, Ultima Underworld 2. Importing the original data to adding quality of life stuff (all optional, you'll be able to play as retro as possible) #GodotEngine#Ultima
As planned now you can select the tiles in the order you want and the arrays will be filled with their data. I need to display the transparent color with a checkerboard and the tool should be good enough to continue working on the tiles for the dungeon crawler #MSX
I made a small script in Python that read an image from the clipboard, divide it in 8x8 tiles and prepare the data for loading it into the VDP of the #MSX. The script outputs to a web page where you can select the tile and get the strings to copy into the code.
I want to add that you can click the sequence of tiles you want and they are added in the arrays with that order. so i can have sets of tiles to load on a single call (es. all the border tiles, or the 3D view ones).
I could add also a grid with the pixels of the tiles, to show the bits and the colors used. I usually check this in the emulator and it can be useful (ex. to show errors like too much colors in a row or a color that doesn't match the palette)
Evaluating how many map cells you'll see in the 3D view. For this ammount of tiles i guess 4 depth levels are ok. Vertical black lines on the left and right are different setups for space dedicate for each depth level. I like the left one and i'll use it (see colored lines).
Wondering about the deepest level with only 1 tile width. I can draw a door but 2 would be better. The black rect at the end shows the size of a map block that will be repeated on the sides at depth 4. Maybe a 2x2 of 2x1 size is enough, but smaller is more stuff to update. #MSX
The dungeon crawler prototype for the #MSX now uses SCREEN 2. Made a quick tileset to test colors and i made a converter that read a 8x8 image from the clipboard and prints out the data to embed in the code. I need to create a smart way to update the tiles when i move around.
Small 3D dungeon crawler #MSX 1 prototype. SCREEN 1 (text), moving around a 20x20 room with working mini-map, 3D view just static test of tiles (for now). Wondering about moving to SCREEN 2 to have 3 times the VRAM for the tile patterns. Simple tileset vs more stuff to handle.
Started a new project, talking about niche games and niche gameplay features from past and present. Seems fun😉 This is the first game i choose to overview:
You want to rotate an object the same as another, then put it next to it. Align the orientations, select a point the will match the other object, align again, done! See reply tweet for the result😅 #GodotEngine#gamedev
Not perfect but good enough for quick editing. Also, i cannot refresh the gizmo using undo/redo, maybe an issue with the editor itself. You need to move the cursor over the gizmo icons to force an update.
I've stressed enough the editor for now (would crash opening any projects, had to reboot the PC). I want to use the plugin for some time to see if any errors/warnings show up (updating its code causes strange behaviours).
About the second align mode, you select one or multiple objects, from the ref point it queries the scene finding the first surface along the selected axis directions. Default it checks negative Y for a ground. Collision point and align there. Hopefully😅#GodotEngine#gamedev
The first align mode is basically done now. Options are simple enough. Need to implement undo/redo and an issue with selection events. I'll add a "set same rotation" option, could be useful. Simple translation stuff, no nested nodes for now, maybe later. #GodotEngine#gamedev
I guess these new icons are a bit better. Added all possible locations on the bounding box, but kinda cluttered. For places not matching vertices i'd use something different or optionally disable them. You can add a custom class for new types of ref points. #GodotEngine#gamedev