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I can't migrate posts from my previous account, which means I'm starting a new thread ✨

I'm currently learning godot, pixel art, and anything game dev related.

ps: if someone knows how to avoid blurry images when uploading to mastodon, lemme know!

Today I learned how to extend scripts. It helps generate variations of a base node so I can override methods to have different types of turrets:

- Attack the first target detected
- Attack all targets within range
- Attack the lowest hp target

Here's a tiny demo! 📺

Sometimes, you gotta take it slow 🐢

Homing missile incoming! 🚀

Projectiles now follow the target via the steering vector I used for the space ship movement from a few days ago: mastodon.social/@adrianmg/1096

I continue to learn how to apply inheritance to generate variations of the same `parent node`. Here, I'm extending a `Pickup` node that can detect collision against different nodes (i.e, the player) and trigger effects in the node interacting via `callbacks`.

The pickup will play its own animation, toggle temporarily a `ghost effect` where the player will play a `blink animation`, and disable `collisions` against walls for three seconds.

Testing other power-ups: ⚡️ Speed booster. It will make you run twice as fast until you hit an obstacle. You can combine it with the 👻 Ghost pickup to avoid that.

Playing with areas and collisions to generate triggers to open doors. Drawing the connecting line between `Trigger` and `Door` is as simple as having three points: `Vector(trigger.X,trigger.Y)`, `Vector2(door.X, trigger.Y)`, `Vector2(door.X, door.Y)` would produce a `90-degree` angle.

Getting familiarized with particle emission. The amount of properties available is insane. What initially looks "awful" can quickly look like a legit visual effect.

Here's a small tracing line of "smoke" originating from the parent node but detached from its local coordinates after release.

Powerups getting shinier

Adding some drama to the beginning of the game by combining a couple of cameras panning across the level before starting the countdown.

The `AnimationPlayer` node is proving to be more valuable than I anticipated to sequence and control events.