Activity

Fishy

Hello everyone, welcome back to another devlog! We’re getting closer to shipping this prototype, and today was one of those sessions where I just locked in and tried to polish as much as I could before the deadline. Most of the work ended up being visual and quality‑of‑life stuff, but honestly it made a huge difference.

First thing I tackled was the UI. I swapped out the default fonts for cleaner Google Fonts, and it instantly made the whole game feel more put‑together. After that, I rewrote the instructions screen to be way more detailed so new players actually know what they’re doing instead of guessing. It’s still simple, but it finally feels like a real part of the game instead of a placeholder.

Then I spent a good chunk of time improving animations and adding little details to the home screen. It’s small stuff, but it makes the game feel more alive. I also ran into a super annoying bug with Area2Ds colliding wrong and triggering the wrong zones. That took longer than I want to admit, but after digging through collision layers and masks I finally got everything behaving the way it should.

I also cleaned up the timer system so it displays nicely with two decimals instead of a giant messy float. It’s a tiny detail, but it makes the end screen look way more polished.

Overall today was a mix of fixing things, polishing things, and trying to make the whole experience smoother before I ship this proto. It’s still early, but every day it’s starting to feel more like an actual game. As always, if you have suggestions, drop them below — thanks for reading, and see you in the next devlog!

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Fishy

Changelog

  • Fixed area enter bugs.
  • Fixed basic food games
  • Add cutting scene
    Hello Guys, Today was a semi stress full day. I have a major test tomorrow so I have to sleep early today and can not sleep late like I would usually do. Today I did many things for example, I got opinions and changed the look of the map and the cooker. (I was told the original cooker looked very bad). Now it is fixed. I had problem with the area 2ds, where they were too close and users would have to walk far away and come back for it to activate, then I tried doing some complex code like where is set some to true and false based on area enterd and exited. But I realized that was too complex so I just lowerd the character bodies dimensions, and move the area 2d collision shapes farther from eachother.

Things I plan to do tommorow

  • Add home screen
  • Add end screen
  • Add timer function so that it is like a fun fast game for the user to play
  • Add sound effects
  • Add background music
  • Fix bugs
  • Ship Project
    I know it is alot to do but I think I can do it, if I come straight home from school and get straight to godot, and do like 3-4 hours tommorow I will be good. Anyways this is what I plan to do and 5 hours and bye guys, wish my luck. If you have any suggestions that I should do with this game tell me. Thank you!
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Fishy

Hello everyone, this another devlog, 3 days before I ship. This is just going to be the proto as i am testing it out and wil make it more appealing in the coming week. Today was basically full commitment on the cutting scene, I started making the art yesterday but I couldnt figure out how to do it. Then today I found this function called .position = get_local_mouse_position() this allows me to make the knife follow wherever the mouse goes so the user can cut items. I checked if they clicked at all, and if they did then their vegetable becomes a cut one, and then another one comes, then after that they have vegetables. Later in the game these vegetables can and will be used by users to make juices which are madatory for users to pack orders and send them out. For this first proto since I have to ship soon, I think I will make it so the user has to make one of each, pack the order, cook the pizza, get coffe, cut the fruits, and make the juice. Then they will send the order and thats one customer. I think I will try to make it this time but most likley the next time that customers orders are randomized, and players will have to try and match their order. This way it will make the game more engaging to users and pull them in for a more immersive expierence. After voting is done I will see how users feel and try to make my game more polished, but for now here is what we have. Thank you guys, if you have any suggestions feel free to drop it down below, bye guys!

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Fishy

Hey guys, today was a productive day as I did 4.5 hours in total today, and now have 6 hours for this project. Mainly what I did was fix the pizza scene UI and make the coffee scene. So basically there will be 3 more ingredients for the pizza, but for now it is just 3. Also for the coffee all it is is user goes up to the machine and presses e, this will trigger the maker, it will make a noise and coffee comes out, and the user can take that. Later (maybe the next week) I will make it more complex, because I will have the base Idea for this game complete, and I hope to spend alot more time on this. This will be my final game for flavortown, as I will spend the next two weeks on this because flavortown is ending on the 30th and it is the 19th, so approximately 11 days. i think I can get the work done for about 20 more hours. Then I will have 26 in total.I am just glad I got this wonderful opportunity to make wonderfull games. My next scene, is the cutting scene, where users will cut different vegetables and fruits and put them through the juicer to get juice, maybe after making more complex there will be different colors. And for the simplicity of the game there will only be one of each item for now, and later on there can be how many based on user inventory space. I will also allow the user to later cook theirr pizza, open the cash register and see their earnings, and pack their meals/customers meals. These are all features that take time, and I am working towards. Anyways this was a productive day today, bye guys!

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Fishy

AHHH AFTER 3 HOURS OF AGONIZING PAIN I DID IT. I spent the past 3 hours of trying to make the customizable pizza. SO the thing is, npc will order a pizza and the user has to complete the pizza based on how the npc wants it. They can add their own toppings and what ever, later they will be able to bake it. The reason this was hard was because of the DRAGGING AND DROPPING thats right, i had to make each ingredient draggable and droppable, so that users could dragg it and when it gets on the pizza, the pizza changes to that topping (adding on). Always one or another worked never both. I even switched to area 2d because I wanted to solve the problem so bad, but now I relized how stupid I was… I just deleted 2 hours of code and added one script to the pizza base, saying

if the topping is this value, then make that topping visible on the pizza
And thats all it took for the pizza base. I completley forgot about the dragg part
It was the most confussing part, but I had to use godots in built drag function, and when it reaches the texture/control (pizza base) it will do the pizza calculations like I said earlier and if it is a cetrtain topping then it will add it to the pizza. I am typing so fast and making so many mistakes, but if I want to do more done on this project I have to go fast. But I tried my best, anyways next I will make it so when the user presses e near the pizza this pizza game will pop up (i still have to make the ui look better) and the user can decorate the pizza how ever they like and then exit. The next thing I will do is make the items on pizza look better and then move to the drink maker when users can put fruits and vegetables in the mixer and make their own drink. Anywasy cya guys, stay in tune for the next Cooking Competition.

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Fishy

Hey yall, this is the start of an amazing game. This game will feature interactive cooking, such as cutting, mixing, taking to customers, doing orders, and baking. I might get so advanced with this game that the user will be able to connect with other playing users and actually host the competition. There will be days, money, and time. Solo, will be you trying to beat yourself every time and get more money. Maybe I will actually love making this game and provide it with many updates. Anways This is basically the first starting devlog like the kickstarter. I have provided an image of the art so far, tomorrow I will try to make it more advanced and thankyou, see you guys!

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Shipped this project!

Hours: 13.92
Cookies: 🍪 250
Multiplier: 17.93 cookies/hr

Hello, I am the creator of Dungeon Rush and this is a 3d game made in Godot version 4.6. I am really proud of myself as this is my first 3d game, and I am incorporating puzzles, meshes, 3d items and more. I am excited for people to try this and give there honest feedback so in my future builds I know what to do. This was not a easy project, as I was learning on the way and there was many learning curves to making 3D games as it is much more advanced than 2d, but I got it done due to Godot making their newer versions more navigatable. This is one of my favorite assets packs (grouped by brackeys) because it is the only one I know 🤣. Anyways go try out the game and give me your honest feedback!

Fishy

Hey yall! I guess today is a good and bad day but mainly good. You know why? Hackatime was down, and I thought i would not be able to devlog my 2 hours 😭, but It is now fixed, and there is a character counter! (idk if it was flavortown or flavortown utils) Anyways, today is my last devlog as I did alot of stuff, we got our volume, our malgosha scene, our obby, or code finder, our torch setter, and our barrel room. Those are the main rooms of the game, it might be a 5 min game (at shortest, that is how fast I play it because I play it so much for testing…) I think the only issue players would have with the game is it being the obby, everything else is easy, they just have to use inference skills and use common sense and they should be fine! I provided instructions, but I didn’t really want it to be like "Hey, here is exactly what you should do, follow it to pass" No, I want them to do it their self, that is the whole point of calling it a strategic game, where you need to try to find and do tasks yourself. Anyways for the last 20 min, I was fixing bugs, for example I forgot to disable area body 3ds after player already passed once, so the text replayed and timer restarted, and this was not just for one, but 3… but before I fixed that, my COMPUTER COULD NOT HANDLE GODOT, litteraly the volume was not working, so when I tried testing It didn’t work, I spent 30 min debugging but to no fix. Then I got a update for my computer, and restarted it then it worked. I still don’t know if it was godot, or my computer (it is old). Anyways I then added the volume button, so users could pick to have background music or not, but they would still have effects. But this was mainly a learning experience, so I missed out on doing many things, so in the next game, It will be and amazing 2d game, I will include all these features. Anyways this is the last devlog for this project, I really loved making it, bye guys!👋

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Fishy

Hello guys, I added the photo below of what I am saying is Malgosha (ik its a skeleton but i tried my best). So mainly today I was fixing bugs and making the UI look better. I am not good at graphics or what it should look like, so I got my friend to come
also worked on making the main menu look better. i used a picture of my obby and made the modulation to a darker color so it kind of constrasts on my buttons and text. UI made the text bigger and added a hover to the buttons that changes the text from white to red! Currently I am still checking for more bugs, I am really busy as I have alot of tests going on in my school, so I could not do much. But I am trying my best to do what I can and write as much as possible. I think tomorrow (last day of second week of lock-in, I have to ship) I will ship the project, I will probably work for a hour and fix bugs, as I only got 7.5 hours last week and have to do 3 hours and 8min extra. Anyways thats all I can really talk about, but I am proud of myself as this is my first 3d game (ik i say that for all my games) but each time I advance, and make neww and cool things. No matter what anyone says I am very proud, I built a functioning character, game, puzzle, ui, and ect. Tomorrow I will work on bugs, and art (like for future reference) but anyways we will see. Thank you guys, hope I can do another devlog!

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Fishy

Hello yall, I am really motivated to do alot of time now, and here is my 2 and a half hour devlog! So this is going to be really detailed, so lets first talk about the minor changes.

  • So guys first off we made the codes for the first two rooms more RANDOMIZED (the code that you need to find to enter in the pad & or torches). So now there is like 1-2 more codes places in each room. And I was told (show and tell) that my timer is hard to see (the one that puts time and based on how fast you did it you get coins).
  • So previously (i do not think i have said this) I said that they would have to beat the minigame in that time, and they would pass, but now it just determines how many coins they get. I am having trouble counting the total ammount of coins in the whole game as the first time I counted it I got 50 but now I got 41 so I am very confused, the reason I need to know this is that I want to display to the users how many total coins they got. I have made the maze, currently it is confusing and has coins in it, but I think I will add signs and some distractors (such as labels, objects, and items of the sorts) so slow down the time it takes them to beat the maze, so they get less coins.
  • Remember I was talking about malgosha? the minecraft movie villan, well now I am permanently adding it, I think it would be a cool feature to add to the game, where once the user reaches the end it will have gold coins (the coins you can pick up to add to your balance) and malgosha will say something around the lines of “thank you for freeing me, I have been alone for so long, take all the gold you want!” and there will be like 5 pickable gold coin stacks, adding to the users balance and then they reach the end (I am planning the make the end scene special) and the end game is done. I also should probably make the home screen look like a part of the game so users feel more in!
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Fishy

Hey guys, so today was a pretty big day — I had show and tell and got a lot done!
So the biggest thing I added was a brand new scene and honestly I am really excited about it. So basically when you think the game is over, it is not. You will walk in and it will say “You thought that was the end” and then boom — Malgosha (yes from the Minecraft movie) is standing there with a bunch of coins. You have to beat her to actually win the game. I think this is going to be a really cool surprise moment for players who think they are about to claim their gold.
I also made some changes to the randomized code system. There are now more hiding spots for the codes around the map, so the puzzle feels less predictable and more replayable. Every time you play it could be in a completely different spot which I think makes it way more fun.
On top of that I am planning to make the environments look way more detailed. Right now some of the rooms look a bit plain with just one wall type, but I want to add things like cracked walls, bookcases, and more props to make it feel like an actual dungeon. It is a small thing but I think it will make a huge difference in how the game looks and feels overall.
That is pretty much it for today, see you guys in the next one!

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Fishy

Ok so today was a big day and like a setter day of what I should do. I did my first ship, and I am not mad with it, 15x multiplier. Anyways today I added the timer system to my game. So what happens, for example I will talk about the first mini-game, so the code will not be visible and a 3 second timer will start and then it will become visible and there will be a timer at the top seeing how fast the user completes the puzzle, based on how fast they complete it they will get coins. 15 seconds or under they will get 5 coins, 30 seconds or under, 3, under 60 seconds 2 coins, otherwise just one, and at the end it will tell you like how many coins you got. I am planning to add one or 2 more scenes, since I have 4 days to make this game great. I think for the code ones, I will make it harder to find the code, and the obby would be a bit easier. So that is basically the same for all minigames (the timer system). I will make it look nicer, but I still have a confusion on what I should do for the other scenes, but currently tomorow I am going to go do a show and tell. I think some good features I might want to add are

  • Cross hair
  • Audio settings in home
  • More settings in general
  • Scenes where the crosshair is actually needed.
    These are so far the changes and fixes I want to add, then I will get this game tested by someone I know and get their advice. See you guys!
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Fishy

Well hello guys, first devlog since the ship and I have tested many things and made some major updates and changes. First things first, I switched from a HTML5 (browser) game to a downloadable game, for now it is just Windows, but soon I will make it accessible for all devices. I think that todays was like a motivator day, as I added sound effects, and one vote said that I should make random levels, and I might do that, where it is random, but I think that would be too much work. As shown in the image I have added coins, if you pick them up they play audio and they add too your collection. This is just one way to get coins, the other way is by timer system (how fast you complete an puzzle). I have not created that but I shall start that soon.

Audio Advancments

  • Added a more relevent soundtrack for the background music
  • Made door creek sound
  • Added wall moving sound
  • Added Coin Pick Up sound
  • Attached the Wall sliding sound
  • Put the character talking audio
    All these help make this a more fun and interactive game, I think if I can make it save progress and be like 10min longer it might be fun, but we will see. Anyways that’s it for today, see you guys next time (also any suggestions on what to add would help)!
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Fishy

Shipped this project!

Hours: 21.02
Cookies: 🍪 331
Multiplier: 15.76 cookies/hr

Hello Everyone, I build a 3D game in Godot Version 4.6, I made many fun games such as puzzles, movement games, and number games. I think this game is really fun as it is a strategic game that features number pads, codes, and obby’s. This is my first 3D game, and I have spent alot of time on it, I plan to do more fixes, but after you guys some suggestions I can use that for the second version of this game, I really recomend reading the instructions and description as they are vital to playing the game. Anyways I hope you guys enjoy it, as this is a PC game (keyboard and mouse needed), maybe I can make it accessible for mobile users but for now this is what we got!

Fishy

Hey guys, I thought the lock in sidequest, the deadline for ten hours was tomorrow… and welp it is today 😭 and I only have 7 hours. The instructions were not clear for the first week so I was a bit confused. Anyways next week I have to do 3.2 extra hors so in total I will have to have 13.2. hours. Anyways today I added background music, home screen, made the obby scene look more dramatic, and plan for the next ship. The next ship should have like 20 hours in it, and some key features it will have are

  • Sound effects, such as door opening, moving pillars, entering code and ect
  • It will have a coin system, where you can pick up coins, or find easter eggs and at the end it will all count up
  • It will have a timer system, where users will have to finish in a certain timelimit, and if they complete it fast enough they get extra coins.
  • Better UI, currently it looks so basic but later on I could make it better
  • Cross Hair, maybe I will add more scenes and make the scenes clickable
  • Easy and Hard version, for the timer system
  • Audio settings, so user can pick how loud, if they want it on and off ect
    This alone should all take 15 hours, and if I want to add more scenes, it will be longer. But currently this is my plan, so I hope you guys enjoy my first ship, and see you next time!
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Fishy

Hey guys! Guess what, I got 4 hours today, I don’t know if you guys think that is alot or a little, but since the lock-in side quest week one ends in 2 days, I got alot of time today. I will be able to only do like 2 hours tomorrow since I have a test and have to study, but I think I am on a good track and if I spend a whole week I could get closer to 30 hours done if I tried a lot. Currently I have fixed many bugs, but in the span of 2 days I have alot to do, which I will tell you guys. Currently what I did in the past 2 hours was

  • Finish Obby Scene
  • Create the First Ending
  • Make the Barrels more movable
  • Fix more bugs (mainly the torch room)
    I have at least 4 things I want to do before my first ship which is coming soon such as
  • Adding a home screen (I have to draw it, and since it is not pixelated it will be a little hard for me to do but I can get time for that)
  • I need to make guided instructions, so that you guys know how to play the game since it is very complicated.
  • Lastly I have to allow the screen to expand when the user presses full screen.
    That is about all the changes and fixes I have done/need for this basic ship. And most likley I will spend another 10 hours on this, and move to a very complicated 2D project and spend 25 hours on that, but we will see. Anyways see you guys, if you have ideas on scenes or fixes I should do for my game I would appriciate it, bye!
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Fishy

I am getting back to doing my project because mainly of the lock in sidequest (it has motivated me alot) so now I have to ship this projet tomorow, and I still need 7 more hours 😭. I will try to do 4 tomorow and 3 today, but now let me talk about my project. So first I fixed the barrel scene, so what happened was when you pushed the barrel it moved so fast, and the pressure plate was not accurate, now I changed the speed in my prototype player direction * 1 I am multiplying by 1 instead of 5 (gravity, this moved it too much). Then I fixed bugs in my game, obviously not all of it since I still am not done with this. I fixed the bug that once the instructions are done, you can go back and see them again (because some people need to read longer), and I am currently making it so users can go to the zombie npc and it will give them instructions for the current scene they are in. Currently I am making the obby and it has some good key features such as

  • Users have to complete the LONG obby to go to the next scene
  • Will include all the previous items (props) in the obby
  • Will be the first ending of the game.
    I don’t know what I will do next, but for the purpose of the lock in sidequest the obby will be the last part of the game, I will make it longer later, (next week) and add the good scenes. Anyways bye guys, if you have any suggestions regarding my game I would appriciate it before I ship bye!
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Fishy

Hey guys I have done so much, as yall already know I finished the torch scene, and now I have started the next scene, I will see how many scenes I do in 4 weeks (probably 3), and after I finish those scenes I will work on bugs and fix the game more, but for now I have finished the logic for the pressure plate scene. So far what happens is you enter the room and there will be barrels and you will have to put the barrels on the pressure plate or yourself, after you do all three something will happen (I am still thinking) and you go onto the next scene, I have no clue what I would do for the next scene but currently I am using .get_surface_override_material(0).albedo_color to change the color of the pressure plate, because if the pressure plate moves then the item moves again retriggering the pressure plate so on, so I have descided to make it just the color that changes. Any suggestions on scenes would help, but I have already descided the last scene, so far user would enter it and find gold, but the mage will come and stop but the zombie (still thinking) will protect the user, saying about their hardwork and dedication, stopping the mage.

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Fishy

Puzzle Changes and Makes

Today was a big day for the game, I got a lot done and also figured out the direction I want to take things!
So I finished the second puzzle (torch one), and it was a lot of work but I am happy with how it turned out. The idea is simple, there are 4 torches in a dark room and you have to light them in the correct order, the order is shown on a wall so the player has to find it first. If you get it wrong, all the torches reset and you get teleported back, which I think is a cool punishment.
I also fixed a bunch of bugs today, mainly with the interact system and the Global.can_torch variable not resetting properly, but after some debugging it is all working now!
For the NPC, the zombie is fully set up with an idle animation and a floating name label, and I got the E interact prompt working so it shows up when you get close. The animation was honestly the hardest part since the mesh and animation are in separate GLB files, but I figured it out, I tried to get some other assets but I could not figure out how so I just let it be. I am still a bit unsure about the third puzzle, I do not want to do another code based puzzle so I am thinking something more physical, maybe pushing boxes onto pressure plates. If you guys have any suggestions I would love to hear them, mainly puzzle ideas!
As for the endgame, the skull mage is going to play a role at the end, and the zombie NPC is going to help the player somehow. Still working out the details but I think it is going to be a cool ending.
See you in the next one!

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Fishy

First Puzzle

I have had a change of plans for the first puzzle, instead of finding torches and placing them in the area, you will have to find the keycode (randomly generated around the map) and type it in the keycode, and since this is my first time with 3D, I am still understanding about the cursor, but currently when the code panel opens I put Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) this makes the cursor visable so the user can click the code in, but I think if I want to become more advanced in the end I will also make it so the user can type it with their keyboard. For the other puzzles I feel like I will stick with the matching game, but I may do the buttons. I have thought about the end yet, and there is this** skull person asset**, and I think at the end when the player is going to claim their gold, (this will finish up the game) the skull dude or I will call the skull mage, he will try to block the player from collecting the gold, but then the zombie is going to do something, or the player is going to show that he has the key and the mage will step aside, and I think I will stick to the user will get amount of gold based on time on each puzzle. Then in the end it will be calculated, and user will be taken to screen that shows how fast they beat game, and how much gold they got, this will be like the screen shot screen. I still am a bit confused about the 3rd puzzle, but I may look back at my past puzzles, or other puzzles from different games, or I can ask around. If you guys have any suggestions I would use it, mainly puzzle ideas then it would be easier to know what I am doing, see you later guys!

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Ideas and Fixes

Hey guys, I didn’t do much today but I came up with some ideas and started crucial features for my game. I finished the NPC and now I think I will be done with him for a while and if I want to update my game and make it really good I will come back to him and make some crazy updates. But today some features I added were

  • When getting near NPC, “E” comes on the screen, and when users presses e, then the npc dialogue plays (many games use this feature, so I thought to use this for a better user experience.
  • Pause Menu, now when “ESC” is pressed (escape button on keyboard) there is resume and quit, I am thinking when quit is pressed user will be taken back to home page which I still need to make.
  • For the first puzzle I think there will be some hints, but overall the user has to find the 3 pink torches as shown in image, and place them in place holder, once finished next door will open.
  • For the second puzzle I was thinking maybe there will be like a matching game and user will have to match or move items, (moving items is kind of like the first puzzle).
  • I do not know about the third puzzle yet, but since this is just a draft of what I am thinking of, and I am just going to start the first puzzle tommorow.
    I will draw the home scene, and since this is my first 3D game, I don’t think I will include mobile just yet, but I do want to give best user experience so I might add mobile controls add end. If you guys have any suggestions I could add to my game, any puzzle scenes, or any problems you had when making whatever you made and want to share, I would take the advice and it would be helpful, anyways that is it for today’s devlog thankyou! 👋
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Fishy

I have gotten more comfortable with 3D, and have even included cool things, not this time, but next devlog, after I get this one bug worked out you guys can see. So I have been trying to make this character show idle animations, but it is not, I even moved the mesh, but I do not know how to get it running, it is very annoying and I have been bothered by it. But on the contrary one good thing is that I made my first 3d animation. So before when you joined game, you are in blank room and you just walk through door, it does not open for you or anything. But now I made it so you can not walk through door if it is closed, as there is collision shape there, so if you want to walk, I think later on I will make as press E, for toggling door opened. I think in this game it will be like one of those games where you do tasks and get coins, but for the tasks I think there will be puzzles, and this could be a fun game. Now after doing the text, I understand more the crossover between the 2D into the 3D. I can set up the 2d in the 2d screen, and then it will just show on top of the 3d, as the 3d is the actual game and the 2d can not change. I am comfortable with making the text, for the character, like dialogue, but I think I can get much more accomplished once this idle animation is done (so it is visually appealing, I guess you guys like that alot). But anyways, I was thinking about puzzles between rooms, even you have to remember stuff. But now after doing this I understand how games like roblox, or fortnite are made. How they have those shop screens, on top of the game the 3d. This has increased my knowledge on making games helping me become more understanding with the process of making the games. Anyways I hope next time I devlog there has been some great progress, bye!

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Comments

vishalya18
vishalya18 about 1 month ago

woahh super cool! :3

Fishy

I finally made the design, from the last devlog, you guys can see that I made a simple design, added the character, and what a pillar would look like. Now I made a new scene for not just the walls and buildings but also the props starting with static body, and then putting the item in it like the building, or the items, then I add a collision body so that user can not walk through and feels like and actual item. In the image attached bellow there are torches and in the torches I added omni light, it is like a light that you can set the radius to so it illuminates however far, I believe this is how people make the lights in 3d games, they use spotlights instead, which sound like what you think, spot lights. Since I am new to 3D games, I want to see how everything works what I can do, since I do not know what anything does so I can not really do much, and am using a tutorial to find how to use the items.

  • Have not started the code yet, still with the design and basics on how 3d works
  • Still on design and basics, might take a while, but this is a good learning experience
  • Much more complicated than 2d, harder to move, add the different bodies, collision, static and area.
    I still have confusions on can I add 2D stuff to the 3d part, like a functional menu screen when users press escape, as this is very new to me and I am scared to mess something up in the learning process and not know what to do. I have got to say, maybe in future games I will learn to make my own art, and items, but for the purpose of this first 3d game, I am using items from Brackeys, the assets in this game are from him. Most likley I will make my own stuff for the 2d items, such as the menu screen (when pressing ESC to exit the game, or the starting screen, when user loads into game).
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Fishy

So I am very used to making 2D games, and I thought, for my next project “I should make a 3D game” and here I am learning a how to make this 3D game. So like the 2D games it is much harder to make the assets, so currently I am using pre-made ones, later on when I am more comfortable, I can switch to making my own (as I ordered a drawing tablet from FT shop). I am hoping that this project is good, and helps me make a game that I will be very proud of. Currently I have made the layout with the white walls as you can see, and then I am manually setting collision shapes and static bodies for each of the items, and making them as new scenes, so my character (i am still learning how it will work) can not walk through them. As I need to understand how the character code works (I did not make it) I am learning from videos, and have just started. Anyways I hope to take this project places and am now done devloging for the day!

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Fishy

Shipped this project!

Hours: 21.58
Cookies: 🍪 577
Multiplier: 26.73 cookies/hr

This is my game Cat Savior, currently it is a game that can only be played on keyboard (wasd and arrow keys, I plan to extend for others). Your objective of the game is to find your lost cat and reunite, you do this with puzzles, obbys, games, and cutscenes. I am really proud of this game because it helped me expand my horizon to how many games are, since I am incorporating so many different features. I think the most challenging part of this was the art, as I needed it to fit the scene well, and be visually appealing to the audience. As this is my second ship, and my first one was a kind of a test, a get to know how people feel so far, and get feedback, I have used that feedback from not just this game, but other games I have made to make it appealing to the audience, so they don’t just want to play it once, but also want to recommend it to others. I think that if you guys play it you would want to get to the forest scene, as it is my favorite, and I think when making other games I would incorporate that scene, for one it is visually appealing, and two, I think that would be the one scene users would like. I plan to make other games like this, and go beyond, thankyou!

Fishy

Bugs

  • Hey guys, I have been fixing bugs in my game so it can run smooth, and to have minimal error. I found one crazy bug, so when ever you are in the forest and time runs out and you reach the end at the same time, it takes you to the next scene, but reloads the forest scene, then it says error and ends the game, but I have found a solution, I use get_tree().change_current_scene("res:forest") This stops the bug, as it will take them back to the forest scene and not reloading the scene. I also had a bug with my “scenes” scene. It was basically, after you reach a scene, and go back to home, you can go back to the scene, instead of having to play the entire game again. As I am still learning to save the data locally so the users cache is always there, this is the closest alternative I have found so far. Anyways to go on with the bugs, there were multiple things wrongs with this scene
  • None of the buttons were working.
  • Not all the buttons were disabled if they have not gone to that scene.
  • Data did not save, if went back to home.
    I did not realize I had these problems, to fix it, first I realized in my code all of the buttons were linked to the shed scene. Meaning that only if I went to the shed scene would they work. Second, same with the shed, that was mainly the reason they were not disabled, and for some I forgot to add an if statement so they always worked. And third, I needed to add it to a global script, so that the data could save, but the global script was malfunctioning, and I did not realize I had to close Godot Engine and reopen it to have it work. These were the main bugs I had and I fixed most of them, I plan on increasing the length of this game, but that depends on user playability, if they like it, if it is entertaining, and if they want it longer.
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Fishy

I am nearly done working on my last playable scene, the forest. As I am not done with other scenes and still need to improve them. I have made most the scene, and during the beginning I use Global. SPEED = 0 so the player can not move until the text is over. There are 3 mushrooms (ability’s) for the user to choose from to get to the end in the amount of time shown in the corner. .

  • Red Mushroom, for this red mushroom it gives you speed for three seconds, I globally change the characters speed to 1.5x speed for 3 seconds.
  • Blue Mushroom, Invincibility 4 seconds, for the bushes you can walk through, and you will not become slow
  • Green Mushroom,

In my last scene, it will be like an ending scene, a goodbye to the game, where the character is standing next to the cat, and user will be able to take a ss (screenshot).

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Fishy

Im working on my last playable scene, the forest. As I am not done with other scenes and still need to improve them, I just want to get an overview of all the scenes and in the end I would make them better (in the next few days). In the forest scne (probably one of my favorite) there is going to be a timer, and that is how much time you have to get to you cat, this part is top down, and I think this has some cool features.

  • Different tile map layers, this allows you to be infront of the tree, and walk behind it.
  • Thorn bushes, if you touch a thorn bush you become slow for 3 seconds, using Global.SPEED = 10, this allows me to manually set the speed of the character at different parts, I may add sprint.
  • Mushrooms, I am going to add different mushrooms that you can only have one, and every 5 seconds they will do something, such as speed boost, +2 seconds on time ect.

In my shed obby scene (the second scene), I will add birds, that will swoop down and try to hit you, if they hit you, you will either lose a life, or go back to the beginning of the obby, I prefer it to be the second one since I have not implemented the lives systems in the obby yet.

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Fishy

I did major changes to my sewer system/scene such as implementing a life system, finishing the alligator attacks, and adding sound to the overall scene. For the hearts, since it is only in this once scene I did not connect it to a global script, but when the Crocodile touches the character via contact it subtracts 1 from 3 and it keeps running, and each life loss is .modulate = Color() so users can see that they lost a life (heart becomes a deep color). I use an audio stream player in my game to play

  • Meow Audio
  • Sound Effects
  • Crossyroad Talkng (mumbling audio for when text plays)
    I need to add the art for the top (when on ladders or escaping sewers)

Next Steps

I would like to make an ending scene, maybe still in the shed, or in the forest, where the cat and the person meet, and it is a happy ending. I should also try to make it look more professional, as it looks like a homemade game, and many people say that is a bad game and gave bad votes.

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Fishy

I spent so much time making the whole sewer background and the crocodile, and honestly it took forever but it looks really cool now. I even animated the crocodile myself and made it loop in the code so it keeps swimming. My plan is to make the alligator actually chase you, and you’ll have to climb a ladder to escape it. After that it’ll go away, and

  1. then you’ll start seeing signs that Whiskers has been where you are.
  2. You follow the trail, get all dirty from the sewers,
  3. climb out into a forest, and then you get chased by what looks like a bear…
  4. but it’s actually just Whiskers’ shadow because he’s trying to get back to you since he loves you so much.
    I’m hoping I can put another 15 hours into this so I can make all of you testers happy — and also myself, because I really want this game to turn out awesome.
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Fishy

Currently I have made the art, since I just shipped my project today, I need to refresh on what my ideas are. So I have been thinking about making the game longer, adding some enemies and more scenes because if this game is enjoyable, that is what I would want. Some things I think I should add are,

  • Alligators, as enemies
  • Whiskers (the cat) foorprints
  • Forest Scene
  • Signs of whiskers being where main character is at
    I want to always be working on this project has it gives me joy and motivates me to do more things. I think once I finish these changes, I will go back to the other scenes and make it look more like a professional game, because some of you are saying it feels homemade, I am not sure if that is a good thing or not, but if it is good please put a comment so that I know and I can avoid getting rid of that style, and if you guys have any suggestions that you think would fit this game please feel free to tell me!
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Fishy

Shipped this project!

Hours: 20.14
Cookies: 🍪 371
Multiplier: 18.41 cookies/hr

Hello Guys, this is my first time shipping Cat Savior, so this game was created in Godot 4.6 and switches from top-down view and platformer, basically those are the two different types of views in 2d games. The main challenging thing was thinking about the logic, for example I have some scenes where there is items stacked on items, and it makes it hard to know how I should approach this, but going step by step makes it easier. This game is not complete, as I will continue making it for a week and taking it to it’s max!
Some things I want to do are

  • Expand Storyline
  • Make Game Cleaner
  • Make Easy and Hard Versions
    If I could do all these changes I am sure that all of you guys would love to play this game, but currently I am shipping to get feedback and some ideas to make this a game you guys won’t forget!
Fishy

Hello guys, so I think I’m finally going to ship my project. I’ve been working on this for a while now, and since I’m nearly done with the first part, I feel like it’s the right moment to let people try it out and see what kind of feedback I get. I want to know what you all think, what I should improve, and what I should add next, because hearing from actual players is going to help me shape the rest of the game way better than just guessing on my own. This first ship is kind of like a test run, but it’s still something I’m proud of, and I’m excited to see how far everyone gets.
I’ve also made a temporary ending for now, just so the game has a proper stopping point. If you manage to reach the ending cutscene, I honestly think it turned out really good — it’s one of my favorite parts so far. But I’m going to tell you right now the obby is hard. Like, sorry about that, I just got carried away while making it. So don’t worry, after I finish the full game, I’m going to make an easy version for everyone who wants to enjoy the story without stressing out, and also a hard version for the people who like a real challenge. That way players with different skill levels can all have fun and play the way they want.

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Fishy

Hey guys, I did alot today, as you can see this devlog is going to be around 5 hours long. That is mainly because I did so much work today. First I added the homescreen, add the connecters via code Func _on_button_pressed for the play, credit and instructions button. I have only worked on the button, and since I have break this whole week (spring break) I get to code the whole time! I have made the current ending (if I don’t get to finish the game before my break ends then I will just use this ending and call it done) but since I have finished so much today I have added more to the plot which I can use my time to make.

  1. MC falls in hole and has to get out (obby)
  2. MC meets his cat in forest
  3. They get out together and live happily

Currently today what I did was fixing animations, like animation from door to final scene, getting checkpoint (a swirl comes up), made the tiles look more cat like, like the balls are now yarn balls, made it look more messed up in the house so users get a feeling of how it looks. I need to make the instructions and credit scene since they are far different from the home scene. The last thing I need to add is a pause button in each scene and input it, it will be a little hard but I should do it. One major thing is skipping text, it is going to be complicated but I will learn how to do it as it will make it easier to do for my other games.

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Fishy

I made the post-shed scene better, as now there is more rocks, and fewer code rocks. There is now an arrow that is pointing at the keypad as it is hard to tell that is what you have to press. I had some difficulties, I thought it was with the code but it was not. Some items on the keypad were not working, you could not see the numbers and the rejections button was not working (it clears the previous attempted code, and closes the keypad). So the problem was in the layout, my keypad was on a higher layer than the numbers, so we could not see the numbers, so I fixed that but then my rejection buttons was not working, I had it disabled and re-enabled, but the things was I did not set the visibility to true so it did not come yet is was not clickable.

Future Steps
– Finishing the shed obby (making the door to the cats)

  • Secret ending (if the user can find it)
  • Skipping text
  • Easy mode (user does not have to do anything and just has to watch)
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Fishy

I have added a number pad and a kind of game before you go to the shed, I will make the game more complex but basically what it is, is there are rocks, you will have to flip them and one of them has a code, you put that code in the key pad, then if it is right, it will take you inside the shed, if it is wrong, it will put an X and say it is wrong (still working on that). I need to make instructions, the x, and instructions for shed level, and ending scene. That all should take a few days minimum, and I see many people are talking about skipping text so I will add that feature which should take some time, but I think that would be really good for my game. So I would need to finish codding, and making the before shed scene more complex, make the obby text good, and then the ending ( I am thinking of a cutscene , but I need to learn how to do it), so I will probably spend some time learning how to make the cutscene.

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Fishy

I fixed my shed scene ( before entering, when you have to find the keycode, flip rocks, and open door), it is called “Shed Scene Reimagined”, yeah it is a bit funny. I have finished my menu screen, in the video attached below you will be able to see that. During my shed obby, (which is completely finished obby wise, and took me so long to beat my self because it is so hard), I had to come up with a creative solution, in the code I put, that the game will pause then reset immediately, so the pause screen does not show since in the beginning of the scene it is visible = false. So I added a very tiny collision body below it, so that when it unpauses, the character falls further and makes contact with the other collision block (area 2d) which triggers a scene reset. I am happy with my menu scene as I made the art (forgot to log it in lapse). I need to make my shed scene work, where they flip rocks, I have an idea of how to do that, but the one thing I need to think about is,

  • How to make a working keypad
  • How to take the input, from the keypad and check if the code is correct

I need to do that, that should take a few hours, then I will try to make my own music and perfect it more.

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Fishy

With the progress I have made with my game, I have become to motivated to do this. I was not feeling like making any more games or coding until summer, but this game is so cool. Everything is going to be made by me (hopefully the music too), I am going to make sound effects, and this will be one of my most advanced games yet (keep in mind it is my 4th game). I created the fire animation, took 10 minutes to make. I have an area during the obby as you can see in the video for the checkpoint area. I think before the shed obby, I drew a shed thing, it does not look professional (even though I am not a professional my self), so I will try to make it a different way, using top view insted of platformer.

  • Top View
    Uses all four keys, no jumping
  • Platformer
    Great for jumping and obby’s

We have to keep in mind I am not making a 3d game as that would be hard since im new to coding, yet game making.

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Fishy

I spent some time codding it so it changes from a top view to a like a Mario type platformer view. I am using an global autoload, so that when I say Global.is_platformer = true, then the code in my character changes, which changes the movment, from no gravity and real physics to gravity. I have made the items for the obby as you can see in the attached image below. I have good experience with these games, but this is the first time I am doing my game like this, not just the 2 different views, also the top view, it is very new for me, I have to change my whole perspective, as it is kind of at an angle. Drawing it and placement is hard. I need to finish this obby scene, make some FIRE🔥 (in obby), and then I will try to make a kind of cut scene some how, where the cat get’s saved. Thank you yall for reading!

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Fishy

I spent so long on making this shed scene, at least half an hour. I tried to get the angles right, but then I realized it should be in the corner, and for the POV I am making this game in it took a long time to find a good spot to place it. Then after I made it I got some feedback that it needs to be bigger, so that the shed does not look more pixelated than the character itself, so then I had to remake the full thing, but it was easier because I knew how to make it already, and had an original design ready. I did two of the different scenes in one page, normally I would go to a new page for each scene, but I just figured for this story part, I should make it all in one scene. Anyways, my next part is going to be like and Obby and the user will have to go in the shed, and they will have to do a obby, then an puzzle, then they reach the end, but then it will turn sad, because the end, is when he reaches the cat and has to “sacrifice to save”, just thinking about the story line tears me up (I totally did not cry when thinking about the story line and how crazy it would be).

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Fishy

I have basically finished the art for the first level, as it is just the house scene. It is more like a cut scene than the play able scene because it sets up the game, and tells the conflict and what you will be doing. There is mostly text, but there is some aspect of game into it. I have not added it yet, but it will ask you to click the portrait on the ground “pick it up the painting on the ground” and then it will put a painting of the cat on the wall, so you get to see what you will be saving. I am going to make it so you have to click the window to jump out and a cool exit scene so it has a good transition that is visually appealing to the audience and viewers. For the second scene, I will do like a shed, he gets trapped in it, and he has to do a puzzle to get out.

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Fishy

Shipped this project!

Hours: 33.42
Cookies: 🍪 9
Multiplier: 14.32 cookies/hr

This is my third ship with this project. I have come a long way and learned many things. First I learned how to debug and that I should think of how people would play the game when testing. I fixed the boulder showing on pause screen, and the game pausing on the last level if you die.

Fishy

This was a long time, I recorded part of it and didn’t record the other part of it, but it took a long time and I think it was good I did it. I finished all the character movments, and the basic tile map that I would need including the grass, windows. fence, wall, and floor. I need to make my text boxes (new one for each game). I ran into one problem when coding, I made idle animations for all of the movments (up, down, left and right) but with my code I could only play one, so I just played the forward. My original goal was that if it is moving a way and then it stops moving it will play that idle animations, but I just did it to always play the forward idle animation. I need to also make the Cat accessories, all fallen down, like an intruder came and stole the cat. The story line still needs some fixing, so I will make it solid today!

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Comments

berlin.jy1
berlin.jy1 about 1 month ago

so cool!

Fishy
Fishy about 1 month ago

The graphics are all made by me, so it might not look very professional.

Fishy

So I just finished making all the animations (drawing them) and putting the into Godot, so now the movement animations are done, and you can see it in the attachment bellow. I have thought out the story line, and have asked my friends and family for some ideas, and I think I have a pretty decent start and will do good. I have to make my tile map and I have to make the idle animations which would be hard to make, but now I have to create all the tiles and I think I should be good.

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Fishy

Made the animations in Libre Sprite, so now the character has walking animations, forward and backwards. I have added it to Godot so when w or up arrow and s or down arrow is clicked the character moves that way and has animation. I need to make the side animations (Left and Right) and make the are for the game, like the tiles. I have come up with a good story line for this game, but I’m gatekeeping it, you will have to play to find out…

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Fishy

Hi guys, this is probably one of my last updates of this game. But I am proud of myself, I am using your suggestions and making the game better. I am really glad to have this opportunity to fix all the bugs, for example the boulder on lvl 3 end scene, and the menu screen not coming up.

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Fishy

Shipped this project!

Hours: 5.73
Cookies: 🍪 25
Multiplier: 4.35 cookies/hr

Wow, this was just crazy, I spent so much time in this project. I learned many things with this, the basics of html and css, and some javascript. When I started I didn’t even know what html was, but now I can do some basic code. I spend a lot of time trying to add an interactive map otherwise known as and SVG map, I learned how it works, but for me right now, I don’t think it is worth it. Maybe in the future when I come back to this project I will fix that but for now this is how it is. I am really proud of my self for learning html, there is so much more to come from learning this!

Fishy

It took so long, I tried to use the SVG map but it was so hard, I couldn’t find anywhere how to use it, so I got rid of it. In future updates I will add it back and learn how to use it but for now it is not there. I added a map from britanica which is basically like the key for the drop down menu.

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Fishy

I want to say im going somewhere with this project, but I can’t. I have been working so hard and all I have gotten so far is that when you click only some countries turn orange (the color it turns when clicked) and shows time. I still need to manually put 150 countries in my list that can be selected, yeah I will get alot of time for that, but it is so repetitive and I know how to do it. Well if you guys have any suggestions that I can use for my svg map and timezones like the different pages or what ever I will do it, I just want a break from this right now.

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Fishy

So after doing some practice on VS code, I think im good with html and css. So I started, it wasen’t that bad, I needed the occasional help but im fine. I tried some javascript and that is how I made my time zone, javascript has built in time so it can do +14 or -3 from GMT time. I spent some time doing that, of course im not done with this site, I just started it today, but my next goals are to try to make the top text “Time Zone” gradient, and make a map in the background, that wherever the user clicks, it gives the timezone there and the time there. I also added a sbg map and now I need to code so that when one is clicked the time changes.

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Fishy

I am just starting to learn HTML, I am using VS Code as a host, it is very hard learning a new language I used to make Godot games, but I just felt like I had to learn how to make a website, so hear I am. I just want to make a functional website first, then I with multiple pages, then I will be good to start my time tracker because I already know alot. HTML seems fun and not too hard, so I am going to do it because it is fun and I like it. So my goals after I finish up with my basic tutorial kind of, I will make like the homepage then try to incorporate the global time.

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Fishy

So I did a few changes, I learned how to add gradient with background: linear-gradient(to right, #000000, #acaaaa, #000000);, and if I wanted to put the gradient on the text like I did for “Time Zone” I would clip it using -webkit-background-clip: text background-clip: text;. Then I can put from 2 to up to how many colors I want, for now for the text I want 3 colors, the first and the last will be the same, but the middle one will be lighter. I am thinking next I make like a map where people click on for their timezone in godot, but I need to research because I don’t know how to connect the buttons from godot to html in vs code. That is my next steps then I will polish it up. If you guys have any suggestions I would appreciate it!

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Fishy

Shipped this project!

Hours: 7.65
Cookies: 🍪 170
Multiplier: 22.16 cookies/hr

This is my second time shipping this game Way Home. I did some major changes, some people asked me to make a death scene or a pause scene and add some coins. I did just that and more. I made a functional paus/death scene that occurs when you die or pause, you can pause, go to home, or restart level. Then I made coins at the end of the game it will say how many coins you have accumulated and there are different colored coins that do different things like taking you to the beginning of the level or the end. I added a bunch of sound effects that I made. I am so proud of myself, I spent so much time making this game pouring over 30 hours in it, and now it works. I learned more about the collision bodies properties and how the randi function works.

Fishy

This is my last devlog for this game, I have everything absolutely possible, added coins, and done everything. It has been a long journey and I have learned so much. Now it is time for me to ship this and for you guys to vote. I am going to be moving on to my zoo game so good luck you guys hope your games go just as well!

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Comments

parva
parva 3 months ago

I appreciate your work.
You should also add an android version of this game

sebastiaolina1
sebastiaolina1 2 months ago

acho que oque falta é só a versão mobile do jogo mesmo, ta perfeito

Trejos_1
Trejos_1 2 months ago

The game needs more polishing; it has that characteristic humor, I liked it.

Fishy

Added different colored coins, they will come randomly and do different things, such as teleporting you to the end or teleporting you to the beginning. I used the randi function to generate a random number, and if that number is less than 3 the red one comes. I have to add audio and do some minor changes in the game and I will be ready to submit the game to you guys!

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Fishy

Added coins so that the user can pick up coins between levels and at the end of the game once they beat it says how many coins they have collected. Coins are lost after you die from that level. I have been doing this the whole day and am looking for stuff to do for 4 more hours. If you guys have any suggestions on what I should do I am open and will do it because the coins was a suggestion and I did it, any ideas for my game I will do it thanks!

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Fishy

Today I didn’t know what to really do, so I just made a pause button, so they could continue, restart or go to home page. Im making a secret page right now so people can try to find it. I need to try to do stuff for this game for another 3 hours, if you guys have any suggestions on what to do or cool things for my game it would really help. Thank You!

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Fishy

So I realized that I need a game pause scene, so the people can end the game or restart at a certain point. It took so long yesterday because I needed to change my whole life system. That took some time then I had more problems, when I said paused = true , everything in the game paused, that was when I realized I had to set the game screen to always and everything in it so it doesn’t pause. But as in the screenshot it shows a boulder on the game pause scene, so there are some bugs but that is why I’m going to spend some more time fixing this game.

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Fishy

Shipped this project!

Hours: 25.26
Cookies: 🍪 471
Multiplier: 18.67 cookies/hr

I built way home. A pixelated game made in Godot. Hosted on itch.io and uses arrow keys. This was very fun, learning tile maps, camera node, and alot about collision bodies. One of the things I learned are 2 different types of collision bodies can not touch each other. When I say different I mean a static and a area 2d, because if they touch the current passes through the other. Another major thing debugging, debugging was one of the most challenging things with my game, after I was done I had some bugs and it took so long to fix it, but I learned how to properly debug and fixed my game. I am really proud of this game, because before this year, I didn’t know how to make a game, and I always played a game.

Fishy

Finished level 3 and congrats, scene added audio. Level 3 was very hard, I used a animation player to make moving boulders with collision bodies. There were so many fire sprites. And it used alot of collision bodys. I had so many bugs, and im still trying to fix them. For the past hour my heart system was not working, and it still is not. Someone it is being triggered and it is loosing a heart. Im going to try to fix it then I will allow you guys to all play my game. There are still some bugs but I am trying hard to fix them and finish the game. Added audio, and by far this is my favorite level, this one is actually challenging. And I request you guys when I finish to test it out!

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Fishy

Finished lvel 2 and started 3. Everything is connected, just need to make end scene. THis may seem like an empty devlog, but there is not much to say. It is basically the same, making area 2ds, global scripts, and finishing. But next is moving to level 3 adding music and finish scene.

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Fishy

Today I learned how to use a global script in my game. So I needed a button to be disabled till the level finished, the level button takes the user to all the levels. So I made a global script that says the button is false, and in the ready of the button it is disabled, but if the global script is set to true then the button gets disabled. In the end of the level scene it calls a function that sets the global script to true. Finished the home screen UI and started level 2. Most likely will finish level 2 and 3 in the next week or so. Next goal is to finish levels, add music, make hidden features, end scene, and possibly a very hard level.

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Fishy

For the past few days I have been working on the game. I finished the tutorial stage today, and started the home scene. After making a full level, I understand alot about collision bodys. Because I am making a pixelated game I learned I have to use special pixel fonts that go with a font size of 8 or multiples of 8. My next goals for the game are to finish the level page of the home screen, and make the two other levels, and a good ending. Good luck guys!

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Fishy

I haven’t been devologing for the past few days, but I am still here guys. Most of my game is made up with area 2d’s and sprites, with tile map. I have updated the mole scene so you are required to touch the mole. I have decided today that this is the tutorial level, where people learn how to play the game and the obstacles. Im going to have 2 more levels but this is just half of the tutorial level. My next thing is to make many obstacles, and hopefully program ladders, so the user can climb them. But for today I used area 2d’s and on body entered signals to create thorns, if you touch the thorn bush, you loose a life and it takes you to the start of the thorns not the level because thorn bushes are only a life.

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Fishy

Today was a big day, I had to make a mole, design it, code it, and test it. I made the mole which took 15 minutes, coded it and learned so many new things, such as export and tween. Use @export and variable to put a variable in the inspector of the item, so it is saved in that scene, which could be like a texture or number. And the tween is like a function that makes sprites run smoothly, so in my code I did from point_a to point_b which were set values, and used the tween(self, “position”, target, move_time) to make it run smoothly and run at 3 seconds of a certain distance. I messed around with it alot today, which made me happy because I learned new things. Any ways if you guys don’t know what Im talking about, or need help with what I just did, check the photos, examples and progress of my game are linked.

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Fishy

Today I did much more than I thought I would bringing back my motivation for the game. I made a death screen, finished instructions and text sequence. The instructions and test sequence work that everything is disabled and after each text some items gets enabled giving the player access to the next part of the game. Then I made some textures for some time and then mad the end scene. For the death scene it takes the player to the first position of the game and tells them they died and they go on.

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Fishy

Today I had alot of trouble with the game, in the settings I set it so it is not linear and it makes the pixel art I made pop, but now all the text is pixelated, so I had to find a font from google font, and found the most smooth one, and now it is only a bit pixelated. When I was making the camera for the game I made it as a child of the player so it always follows the player, but now I want the camera at the beginning to show where the end is but it cant because it is a child of the player, so I would have to move the player instead. But now I know how to do the text, made one animation for all the text and am using that currently. For the next plans I want to move the camera, make like the game a little obby, and some story.

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Fishy

Sorry I haven’t posted in a while, with school starting back up I have been busy but haven’t forgot about the game. I never realize how fun making the game is until I come back and continue making it. Anyways I spent 3.6 hours making assets for the game, I know it doesn’t count but just so you guys know I give my game care. I also made the NPC animation, and coded it to play in the game and am starting to make it so when you reach a certain distance from the NPC a text box(that I create with pixel art) will come up and a animation will play.

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Dankey445
Dankey445 3 months ago

Looking good

Fishy

For 4 hours, I made assets for the game, I probably could have finished so much if I didn’t have to make assets for my game. Anyways after I made a fifth of my assets I made my character, and some animated sprite frames. I learned how to input it into Godot, and I made more which took more time. Then I used a character body 2d and learned what each thing does in the script that it automatically gave. Then a modified the script and added a link so that when my character moves a certain direction a animation starts, currently it is either idle or walking. Next steps are to make more assets, learn and code the camera, and add assets to game and make functional levels.

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Fishy

Shipped this project!

Hours: 9.34
Cookies: 🍪 145
Multiplier: 15.53 cookies/hr

This is the second game I have made in Godot, it is a 2D game and you dress up a Demogorgon with different accessories based on it’s order. It uses a lot of buttons, and many sprite 2d’s for all of the assets I made for this game. This time when making a game I learned so much, I learned how to use Figma and make assets with it, I also learned what and how to use a audio stream player. This last game I made had no audio, this time I have sound affects and background music! I also learned about the different Godot modes such as Forward, Compatible and Mobile, Forward is for 3D high rendering, and Compatible is for web and good with 2D. Because of this project I became very familiar with buttons, I incorporated buttons a lot in my game so I learned new things such as the button needs to be on the front layer to be used. My understanding of the project settings and exporting and uploading my project are better because this is my second time doing it. This was a very fun project, based of the show Stranger Things, which I recently watched.

Fishy

Just published the game to itch.io, you guys can see my projects to play!

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Fishy

In the past 2 hours, I have added audio in my game. I have background music, and sound effects. To put the background music I had to reimport it into Godot as looped, make a new scene, and learn how to use a audio player, then I go to the settings and put that scene as a global variable. This makes it so that the audio can be played throughout all songs. Then I recorded some sound effects and if you get it right I coded it to make a happy noise, but if you get it wrong and loose a life, it is programed to make 1 of the 2 different noises for mad. Then I added a volume button in the homepage, which users can use to have the volume on in the game or off, that feature does not affect the sound effects though.

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Fishy

I built the home screen in Figma, as I did for the other screens and cool graphics, after finished making everything in Figma, it took about 3 hours, but it was worth it because I think it looks very good. In the home screen all it is is coding buttons to change scenes, so it was easy to make the play button, instruction button, and credit button. But what’s going to be hard is figuring out how to make the volume turn on and off because that’s one of the buttons, and pausing and playing during the game. I also made a congratulations scene which comes once you beat the game. Next steps are making audio, pause and volume button, and making the timer go bold when in last 5 seconds.

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Fishy

I finished coding level 3 which is the final level for my game. I thought this was the going to be the most difficult level to code, but actually it was the easiest. It’s just the same logic just adding double the variables each time, but adding more buttons, 3 buttons for each accessory made it hard to work with. Also the animations, the positions of the characters need to be fixed. The get_tree(), is one of the most useful functions, you can reset scenes, make a timer and only have the rest of the code continue after the timer, and change scenes. My next step is to make a home page with instructions, credit, and the play button which you can choose the level you want to play.

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Fishy

I finished coding scene 1 and 2 which are the first 2 levels of the game, in the first level the demogorgon gets a ring layer which it is random, and there is a time limit. The second level has the petal color. I didn’t realize how complicated coding this game would be, there is 300 lines of code and it is a bit hard to find what I want, in level 3 which will incorporate a bow, it’s going to have more lines of code making it more complicated to find what I need, but it will be a bit easier because I made level 1 and 2 today. I plan to make a starting screen with instructions play button, and level 3. Hopefully I can make it so the boxes users click are random each time.

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Fishy

For the start of my game Demogorgon Dress Up, I made all my assets in Figma and imported them into Godot. I made a clickable buttons, so that after you click one option of dress up you can’t click anymore. I still have to make it so the Demogorgon has a order and if you get it wrong it gets sad. My current goal is to make it so it has a order, and if you click the wrong one, it gets made.

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Fishy

Shipped this project!

Hours: 16.18
Cookies: 🍪 280
Multiplier: 17.32 cookies/hr

I coded my first 2D game in Godot about Mickey Mouse and it incorporates a few puzzles/games with story line. It uses area 2d’s, collision shapes, and sprite 2d’s for scene changes, and setting the scenes, I added input so that arrow keys are needed to move the character. I learned Godot’s coding language, how to add movement to a character body, how to add input with a mouse using left click, creating functions between different scripts that when called can flip cards and check if they match as used in my memory game, and I also learned about signals, and connecting them from components to scripts and coding with them.

Fishy

Today I added the final touches, such as fixing bugs, making credit scene, and testing the game 5 times. A bug I realized came with the timer I built, I built a timer with a label instead of the built Godot timer for some reason, I had to change one operator and the timer was fixed. I added the credit scene recently and used the button in Godot to do that. Testing the game made me feel like a game tester, trying to do everything wrong and right to find out any bugs. This is the last devlog for this project, im going to make greater projects with my new found Godot skills.!

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Fishy

I know 100% how to connect signals on my own, because for one of the games it is a maze if you finish it it takes you to a different scene. Lastly for my project I have to make the last scene, and make some cool features players could do to add functionality and make it more fun in the end after they beat the whole game. Learned how hard creating maze’s are due to the amount of collision shapes needed (I added and shaped 96 collision shapes).

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vishalya18
vishalya18 4 months ago

super cool! 96 collision shapes is a lot!!

Fishy

Found how to make doors in GODOT, linking collision body’s and sending signals so that different scenes can connect together. Also realized that for the collision body’s, if I want to walk through the door I need a on_body_entered and on_body_exited signals. Today I learned how useful the .visible function is, and the .disable, without those functions it would be so hard for me to create the game im creating. Next step for me is to make the maze, which is where the door leads to, and it will be the final part of the game.

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Fishy

I used a label and the delta function to make a timer without using the timer module in GODOT. Then I made the card logic for one of the cards, which just when the collision body of the card is clicked, first_card is set as a variable, and when the second card is clicked second_card is set. I did @export and gave every 2 cards the same variable type in the inspector area. The game manager that I wrote checks if the variable type is the same, and if they are the card stays flipped, till all the cards are flipped, then in my game manager I call game_complete() which says “Yay you beat the game” and brings the user back to scene 1.

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Fishy

Hello guys, I just coded cards, what it is is that you click the collision body, which is the squares, and after you click it the flip_card() function is called, which makes the card visible. I still need to make it so it goes back down, and matches with other cards, but I can transition from the first scene to this scene after doing the quest that I built.

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Fishy

Just added textboxes, and learned how to animate them. Coded many things today such as text box appearing when something is clicked, or a game popping out when the box is clicked. I learned about deleting animations after reset. And I have been sending it over to GitHub so you guys could go and look at it. Anyways I’m going to show the video of what the game looks like so far.

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Fishy

With todays project, I seached long on the internet for answers on how to create and animate a textbox in GODOT, then I found a video, it helped me make a Dialogue Manager, which is the start to animating text boxes. Then I moved on and started my first quest for Mickey Mouse, where he is going to have to click a box and a puzzle which I will decide and start making will meet him, and there will be a time limit for him to solve the puzzle. These are what I plan to continue and hopefully finish today or tomorrow.

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Fishy

I have started downloading many different photos for characters, or downloads for fonts, learning new things everyday. I made a text box, and didn’t realize it needed alot of work, added so many child nodes to each node. Anyways next step is to animate text boxes, make puzzles, and get rooms.

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Fishy

Learned how to code, and add scenes on GODOT. Made my character move, this is a wonderful experience for me considering it is my first time using this soft ware. Plan to make this a good game with time. Next step for me it to make minnie mouse talk, make text, some puzzles, introduction to different rooms, and a happy ending.

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Fishy
Fishy 4 months ago

Sorry the screen is not showing, will fix it by the next update!