[–] [S] 1 point 1 year ago

I've got faction maps working! Ignore that Greece, Turkey, and West Germany only joined NATO until around the mid 1950s...and that neither the Warsaw pact nor the Non-Aligned movement existed in 1949...and that the non-aligned movement only includes yugoslavia...

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  • [–] 10 points 1 year ago* (last edited 1 year ago) (1 child)

    GodotCon Boston 2025 by Godot Engine video playlist items with direct links:


    Created through… (JS Snippet)

    Array.from(document.querySelectorAll('#video-title')).map(x => `* [${x.innerText.replace(/ – GodotCon 2025$/, '')}](${x.href})`).join("\n")
    

    (I had to manually remove some timestamp parameters because I had watched them previously)

    Feel free to copy into post description (via comment source).

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  • [–] [S] 1 point 1 year ago (1 child)

    I have all the individual countries in separate area2ds! I think I have most of the colours right, what do you think? Some parts like Central America I'm not sure about so right now they are the default (255 red).

    I've also set the colonies to have "rulers" and their colours will be set to the colour of their ruler.

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  • [–] [S] 4 points 1 year ago

    Currently there aren't any provinces, I might try to do that at some point in time. Probably not though. This game isn't meant to be historically accurate at all, it's going to be a mix of HOI4 and Pokemon with turn-based battles rather than moving the troops on the ground. One goal I have with this game is to make it playable on controller, so moving divisions around wouldn't be fun with that. Pokemon-style turn-based battles were originally designed for a controller, so that's what I'm doing. It will also make my game slightly more unique :D

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  • [–] 4 points 1 year ago* (3 children)

    Awesome job. How are you intending the final experience to be - singleplayer or multiplayer like HOI4? Just curious, no need to promise anything.

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  • [–] 4 points 1 year ago (1 child)

    Great work so far. Are you doing a provinces system like PDX does? Or just full nations? I want to make a similar game but with the ancient world instead of cold war

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  • [–] [S] 1 point 1 year ago

    update: I've made both a tileset and decorations for the Eurus level! It's very fluffy (and surprisingly hairy), but it's a bit two-faced: there's also a bunch of skulls of people Eurus didn't like very much.

    I've also added controller button icons (hooray!), so whenever you connect/disconnect a controller (and also on start), the button icon will change (keyboard if there is no controller connected and Xbox, Nintendo, or PS if there is). Pretty sure how I set it up it only looks for first-party controllers and defaults to Xbox layout for third party controllers (e.g. 8BitDo controllers) since it just looks for the words "xbox", "nintendo"/"switch", and "playstation"/"ps". I'll probably make a setting to allow manually setting controller layout.

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  • [–] [S] 3 points 1 year ago

    Note that the parallax background still needs to be changed, right now it’s the same one as the Dionysus levels. I might have the dionysus one replaced too with a better one since it doesn’t look all that good, esp. on a bright screen

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  • [–] 1 point 1 year ago

    It's all right. If you collect enough upgrades it becomes fun! I managed to complete levels 1 and 2, failed at level 3. I'd say the most fun for me was trying to collect all the upgrades at once to watch the screen light up with bullets.

    Needs more player feedback: did I just hit that asteroid or did I miss? No idea.

    The controls are a bit sluggish.

    The color palette could be better.

    Overall, good job!

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  • [–] 2 points 1 year ago

    I played it for a few minites. It's pretty good for a first game. You didn't neglect sound, and there's a bit of dialog to add a "story" and a reason for what is going on. The art is nice too.

    I think a bit more polish for the projectile impacts would be nice. When I first managed to hit an astroid, nothing happened. Maybe make it flash or add impact particles with a sound so the player knows it had an effect.

    I did not like how the ship controlled, but that may just be me. I also wanted to be able to press a button to fire so I could time the shots.

    The powerups were good! And having an icon on the screen to indicate which is active was a nice touch. But I would ditch the dark panel behind them. If icon visibility is an issue, then make those icons more visible. Maybe add an outline to the icon themselves.

    Keep at it! You're off to a good start!

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  • [–] 1 point 1 year ago

    Interesting.

    Some of my thinking was also an unsplit svg atlas wouldn't work because the entire tilemap would be re-rendered (unless Godot handles the split). Though I guess even a multi-object/layer approach is probably easy with some sort of grid multi-export (to get individual tiles).

    I don't know if it's just the video or texture filtering (or maybe non-integer scaling?) or what but there is a bit of pixel shimmer/wobble there. I am really particular about it so may still prefer 2D or 3D polygons.

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