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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.

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.