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# 🏗mathworld
  • r

    rafaelcastrocouto

    05/09/2023, 7:13 AM
    u can use the pathfind that I did for shotcaller to calculate the field and godot basic timers to control the movement. I can do this for u ... don't worry.
  • f

    Fotkurz

    05/09/2023, 9:51 AM
    Just realized the Gameworld link, so it's all vector based, this I can work out, used to work as designer intern vectorizing stuff with illustrator. Haven't license for it so I'll install the good inkscape to create some. Is .PNG or .SVG good?
  • r

    rafaelcastrocouto

    05/09/2023, 10:54 AM
    svg is better cuz it works in any scale, but only if the content is made out of actual vector stuff. I used an online tool to add strokes to the numbers and it rasterized the svg content. gotta watch out
  • r

    rafaelcastrocouto

    05/09/2023, 10:55 AM
    raster is usually best for performance but since math world ain't heavy on the computational side we can use svg for most of our assets
  • f

    Fotkurz

    05/09/2023, 11:06 AM
    I'll try to get close to the above Kenney assets size. Do you know some online tool to create the tile maps?
  • f

    Fotkurz

    05/09/2023, 11:06 AM
    I was going to draw each piece separated and join em after
  • r

    rafaelcastrocouto

    05/09/2023, 2:38 PM
    i don't sorry
  • s

    sindrsh

    05/09/2023, 5:22 PM
    I haven't tried it but https://www.mapeditor.org/ is one of the top hits when searching the web for open source options.
  • s

    sindrsh

    05/09/2023, 5:26 PM
    The Kenny asset was just for playing around. Feel free to use tiles of whatever size you want.
  • e

    erlend

    05/09/2023, 5:42 PM
    I was imagining an even stricter pathing system that just follows straight ‘rails’, like the game board in Super Mario Party, or RPG in a Box:
  • e

    erlend

    05/09/2023, 5:42 PM

    https://cdn.discordapp.com/attachments/1078783546598109334/1105550381972476014/image0.jpg▾

  • e

    erlend

    05/09/2023, 5:43 PM
    It’s not like players are gonna have an expansive world to wander around in and explore. The exploration happens in the unlocking of new locations they are allowed to go to.
  • r

    rafaelcastrocouto

    05/09/2023, 5:48 PM
    either we manually input the paths (seems a bad approach since it would require updating it on every change) or we use a pathfind solution to do it automatically. whatever restrictions we impose won't change the basic pathfind algorithmic approach. we can store the paths and not have to calculate it again (we do just that in shotcaller), it seems that the difference is that we will have fewer nodes and angle restriction on the movement. and since it's so small we can store the flow field and only calculate it when there are changes on the map
  • e

    erlend

    05/09/2023, 5:49 PM

    https://www.youtube.com/watch?v=XspHbtv7Vok▾

  • e

    erlend

    05/09/2023, 6:11 PM
    Using the Kenny assets also means this tool could be part of the asset creation pipeline: I’m not sure if it’s really worth it though, since it’s not really that much less complicated than having an artist hand-draw assets.
  • s

    sindrsh

    05/09/2023, 8:13 PM
    Probably not worth it.
  • e

    erlend

    05/10/2023, 6:53 AM
    Love this game aesthetic. Feels similar to what we’re going for: https://store.steampowered.com/app/1989070/Synergy/?rdt_cid=4182053661763000949
  • e

    erlend

    05/10/2023, 6:54 AM

    https://cdn.discordapp.com/attachments/1078783546598109334/1105749721814925332/image0.jpg▾

  • r

    rafaelcastrocouto

    05/10/2023, 8:28 AM
    this reminds me of an old educative game called 'the way things work' it's a very nice style with great references
  • r

    rafaelcastrocouto

    05/10/2023, 8:29 AM

    ▾

  • e

    erlend

    05/10/2023, 8:53 AM
    That is indeed a beautiful visual reference!
  • e

    erlend

    05/10/2023, 8:53 AM

    http://toolsandtoys.net/wp-content/uploads/2018/11/C0370045-520E-4F30-AE6D-EECD7C58EDFA.jpeg▾

  • r

    rafaelcastrocouto

    05/10/2023, 11:24 AM
    new menu PR is on!
  • r

    rafaelcastrocouto

    05/10/2023, 11:24 AM

    https://cdn.discordapp.com/attachments/1078783546598109334/1105817757418786836/Screenshot_19.png▾

  • r

    rafaelcastrocouto

    05/10/2023, 11:25 AM
    used a shader to rotate the hue on the buttons
  • s

    sindrsh

    05/10/2023, 12:14 PM
    Totally agree with you on this one!
  • f

    Fotkurz

    05/10/2023, 12:52 PM
    Sorry but my skills with vectors are rusty than I remember :/ took me sometime just to get a proper isometric cube
  • s

    sindrsh

    05/10/2023, 7:56 PM
    Rafa's PR merged, and playable on itch.
  • r

    rafaelcastrocouto

    05/11/2023, 5:11 AM
    I've noticed that the web build performance aint great on my phone nor on my notebook if I disable the browser gpu. Since the mini games are simple, I could recreate them directly on the web, but I want to know how u feel about this first @sindrsh.
  • s

    sindrsh

    05/11/2023, 7:39 PM
    Well, for me the web build is mainly for showing the sketch of the game for those who don't bother downloading Godot and MathWorld from git, so performance is not priority yet (btw, it doesn't work on ios at all). I think the most important thing to fuel the process right now is to produce a prototype world and a character moving inside it. But of course, if you really feel for recreating the mini games, then follow your instincts 👍