Tutorials Page 18
In the Selectable Object experiment we’ve seen how to use Area2D to create a SelectableArea to trigger selection on a single object at a time. But…in strate...
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The drawings in the notebook turned into a battlefield! 2.5D tanks in the style of drawings in a notebook.
I've just spent the day breaking down how I created some of the particle effects in Spaceslingers, I also show how to create your own unique and interesting par...
In this new episode, we continue adding more behaviour to the AI, this time we include hearing perception; Now the guard can sees us and hear us! Steps we to fo...
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As engine building has been winding down, I started the beginnings of a marketing push for Harmonic Odyssey. I got back into forums and have generally been havi...
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This video will help you to solve the easter egg if you have trouble triggering it...
In many strategy games is common to have multiple controllable units. A cool mechanic to have in these situations is to allow the player to select only one unit...
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Huzzah! Guess who got a brand new router cause the old one just... died. did i doodle this just for the post? yes, yes i did. Without distractions, it has been...
The drawings in the notebook turned into a battlefield! 2.5D tanks in the style of drawings in a notebook.
With the recent release of Halo 3 on PC & trailer for Halo Infinite , I have been reminded of my love for the halo games & universe at large. Halo 3 in particul...
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In the first experiment about moving on slopes , I mentioned that with the move_and_slide_with_snap jumping would become a tricky feature. This is because since...
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Still on the mood of platform games, I’ve made a quick experiment that even simplify a past approach I’ve made previously on this topic: Jump through platfo...
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The drawings in the notebook turned into a battlefield! 2.5D tanks in the style of drawings in a notebook.
Game design has moved forward, tools are being developed and everything is starting to come together. Isn´t this the perfect time to start work on the art styl...
In the previous episode, we improved our AI Guard patrol and added as many patrol points as we wanted. In this new episode, we are adding perception! Our AI Gua...
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We saw in the Moving Platforms post that is very easy to achieve Moving Platforms in Godot Engine, but as mentioned at the end it is kinda annoying to design th...
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Are you fluent in any other language besides English? Would you like to contribute to a Free Software game bringing said language to it? Well, you’re in luck...
Moving Platforms One of the most iconic objects in a platform game is…a platform. But I’ve been experimenting with them and look, they are kinda complex if...
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Hey everyone! this time the devlog is not written by Matthias as it will be about the visual creation of the character portraits in Heart of Muriet. I am Raffae...
In the last devblog, we implemented a basic AI Guard that patrol in 2 points. Today we are going to improve this system and add as many patrol points as we want...
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Today we are entering a very exciting field, AI! In this tutorial, we are adding a basic AI Guard, and play around with behaviour trees =) This is one of my fav...
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In the previous episode we implemented a deadly laser .... the poor robot can get past that part, don't worry in this one we are going to solve that! How? you m...
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In this episode we: - Add a "dead" animation for our robot, after all, we have a dangerous deadly laser.... No one can escape from this We combine the animation...
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In the tutorial about handling slope movement, @intelligenced asked about tilting the character parallel to the slope. So I decided to make a quick experiment r...
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In this second tutoria l, we will add a look at animation to our character, the robot will be able to look at objects in the scene!! Exciting!...
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In this first tutorial , we prepare the basic project. This is what you are learning: Prepare the basic project taking advantages from the C++ top down templat...
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On this episode, we use an exciting gameplay technique: Weighted probability for random items! We improve the game controller and how we spawn random platform...
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In this episode, we create the User Interface; we connect it with the game, and we close the game loop...
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We continue with the User Interface, and we add animations! We will create 2 new panels for the start game and end game state with cool animation...
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Final episode: - We spawn coins pickups on top of the platforms - We use the Animation Timeline to add a scaling effect on the coin - We add Rotating Component...
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In this second part, we cover how to spawn platforms of different types randomly and link them using pointers! I know pointers are scary but don't worry, you...
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First tutorial, I show you how to create the basic project: - Import a character including animations from Mixamo: https://www.mixamo.com/ - Prepare the charact...
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Making platform movement is always a challenge, you have all sorts of nuances, tricks, and wizardry to achieve what you’re looking for. One of those challenge...
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After Paul told you in our last devlog about the procedural generation of our game world and how it barely fits in our small scope for Fireside, I will tell you...
This is an excerpt from the strategy guide I planned on writing for the game. Instead, I’ve decided just to take some my ideas and split them into these littl...
Bewitching Lotus Flowers This is an excerpt from the strategy guide I planned on writing for the game. Instead, I’ve decided just to take some my ideas and sp...
A Brief History of Collisions Object based collision systems are great if you are hand building your rooms in the room editor, and every room is relatively smal...
El primer control es el Heading (Rumbo) utiliza las flechas para cambiar la dirección de desplazamiento de la aeronave. El segundo control es el VOR, las flech...
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At the end of the first tutorial we used a node - stone.pc - from the standard library. And it was a bit magical. The node was behaving like any other nodes but...
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Hello everyone! I have had a couple of people reach out to me saying they are having issues downloading the files for VoltAge:Genesis after purchasing the Bun...
You can Setup this game very easily, just follow the two steps below. 1. Public pile & Draw pile. Gather all CIVILIAN cards from the deck and stack them face-do...
How to Contain Containing anomalies in Uncontained: An SCP Card Game is one of the few things you can legally do during your turn that doesn't depend on anythin...
If you are interested in car performance, Infinite Overtake has good news. The game measures your 0-100km/h acceleration time lapse. There are 4 driving modes a...
The default driving mode of Infinite Overtake is Sport. When the game starts, you should see a button on the bottom right of the game screen which displays the...
You might've wondering why sometime the enemy still attacking the defeated allies, right? It's not a glitch, it's intentional. Some enemies are twisted enough t...
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The purpose of Infinite Overtake is to overtake as many cars as you can while avoiding crashes. The game calculates your score (which will be explained below) a...
Hey Everyone - Torri here! As usual spoiler alert - avoid the image in the middle and end if you'd rather have the in-game result be a surprise. Today I'll be s...
I created a tutorial for the Advanced Spawn Menu here: Enjoy! Also, I noticed a bunch of people bought Anomalies both here and on Steam yesterday and today. I...
Hey everyone, Torri here with an update! If you want to keep the final cabin a surprise for yourself - be warned - there be spoilers ahead. In this post, I'll...
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