Wishlist it on Steam if you enjoy solving Picross / Nonogram puzzles and would like to play a fresh take on it (hexagons!)
store.steampowered.com/app/3…
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
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
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.
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
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.
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 a🧵of my experience with C# in Godot.
#Godot4#IndieDev#Csharp
A thread for my impressions from learning Godot Engine. (For context: I'm a hobbyist wannabe game developer who's been using Unity for over 10 years.)
#Godot#GodotEngine#MadeWithGodot#MadeWithoutUnity
"Exporting" fields in #Godot (similar to Unity's SerializeField) has its ups and downs. Can export C# properties, not only fields - this is very convenient! Can't export C# structs or classes - that's unfortunate.
Finding child nodes by script type:
FindChildren("", type=nameof(MyScript))
(analogous to Unity's GetComponentsInChildren) doesn't work as expected. In that context MyScript is seen as Godot's builtin type that it subclasses, and the search results are empty.
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