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Game Dev Field Guide - Team 4 Project

Project created for GDFG Team Jam 2025 Theme - Unknown

Team Members:

  • klassy
  • kanneblei
  • nuzcraft
  • elija
  • soulkeeper
  • tammerthehammer
  • tyler frankenstein

Godot v 4.4.1

How to Contribute

Check out this Cheat Sheet for git commands

  1. install git on your machine
  2. using the command line git clone https://github.com/nuzcraft/gdfg-team-4.git to get a copy of the code repository
  3. git pull to pull the most recent changes down from github to your machine
  4. git branch new-branch-name to create a new branch to work from
  5. git add * to add all new changes so they can be committed
  6. git commit -m "message" to commit any added changes to to the branch
  7. git push to push your changes up to github
    • if the branch does not exist on github yet, git push --set-upstream origin new-branch-name will do the trick
  8. if changes are good to merge into the project, create a pull request in github to merge your branch into the main branch
    • the main branch is our good code
  9. back on your machine, git switch main or git checkout main to switch back to the main branch
    • git pull to make sure you have the most recent changes, then repeat the cycle

AOE Texturing (WIP)

  • AOE Texture Replacer Scene handles rendering the AOEs and replacing the textures
  • when ever we spawn an AOE, call add_sprite on the texture replacer and pass in your node
    • it will strip out the sprites and despawn timers
    • then hide the original aoe, it will still handle collisions, but we will render elsewhere
  • sprites are added to canvas layer node in add mode (this will mix the colors)
  • the canvas layer is invisible because it's in a subviewport
  • we can get the image from the subviewport even if we can't see it
  • a big white color rect covers the play area with the shader attached to it
  • we pass in the subviewport texture, then replace primary and secondary colors with new textures
  • IMPORTANT
    • only red and green supported right now
    • trivial to add new colors
    • still want to mask the walls from the tilemap so that the aoes stay under the walls
    • would like to add some wiggle

PNG Level Generation

  • create a small pixel image (50x50 probably at the largest)
  • each pixel color represents what should be generated
    • white = floor
    • black = wall
    • blue = hero spawn point
    • green = crystals
    • red = enemy spawner
  • name the files level1.png (replace with your number)
  • in level.gd import the image file as a const and add it to the level_images dictionary
  • if there is an image for a specific level, it will get generated instead of whatever level was manually placed there

below is the png used for the current level 2

level 2 png

Credits

Dual Tilemap Plugin by Pablogila Some Placeholder Art by Kenney Acid sprite by Screaming Brain Studios Lava sprite by LuminousDragonGames Teleport shader by pend00