u/whois_batty

Grazie Minecraft per aver tirato fuori sta hit

Grazie Minecraft per aver tirato fuori sta hit

Si toglie la musica su minecraft, e super nel chill con questa in loop nelle cuffie

u/whois_batty — 6 days ago
▲ 216 r/godot

I’ve just created my very first game without following any tutorials

I know nothing about programming; I’ve simply done my best by consulting the documentation and the few maths concepts I remember from school.

Three days have flown by in the blink of an eye, and this is the result so far: the project contains five sounds, not a single sprite sheet, just a few meshes.

I haven’t finalised the settings yet, the ‘continue’ button doesn’t work and you can’t exit the game for now, but for my very first project in the world of programming, I’m really pleased with how it’s turning out.

I’d love to get some advice from you experts, perhaps a few tips on best practices. I’d be really grateful.

Edit: I’ve realised I haven’t recorded any audio, so you’ll just have to take my word for it – there are 8-bit sounds for every collision and every second of the timer during transitions

2* edit: I’ve added some settings, including the option to quit the game mid-match [I’ll need to implement the save system (spoiler: I haven’t the faintest idea how to do that at the moment)] and I’ve revamped the randomisation system for paddle collisions so that the value is generated based on the paddle’s movement, mainly for consistency’s sake

func _on_area_2d_body_entered(body: Node2D):
    print("collided with " + body.name)
    if body.name == "player1":
        paddle_click.pitch_scale = 0.75
        paddle_click.play()
        if player_1.direction == -1:
            direction.x = Vector2.RIGHT.x
            direction.y = randf_range(-1, 0)
            linear_velocity = direction.normalized() * speed
        if player_1.direction == 1:
            direction.x = Vector2.RIGHT.x
            direction.y = randf_range(0, 1)
            linear_velocity = direction.normalized() * speed
        if player_1.direction == 0:
            direction.x = Vector2.RIGHT.x
            direction.y = randf_range(-0.1, 0.1)
            linear_velocity = direction.normalized() * speed

By using `linear_velocity`, it has replaced `move_and_collide()` as the physics process, making the script run more smoothly and avoiding collision bugs during spectacular saves in nail-biting matches

I’ll probably post more later lmao

u/whois_batty — 11 days ago

Personally, i like all of them, recently I played RG and Bait decks, but i would like play balloon

u/whois_batty — 18 days ago