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Nokia3310 Godot Starter Project

A topic by Gamedev Llama created Jan 31, 2020 Views: 679 Replies: 16
Viewing posts 1 to 5
Submitted (1 edit) (+2)

I've been working on a small starter project for the Godot Engine, for anyone who wants to use Godot for the Jam :-)
When you're considering exporting to HTML5, you should always stick to power of 2 textures since textures with different sizes might get blurry in the WEB build.

Feel free using it!

https://github.com/TheWhiteLlama/nokia3310-jam-godot-starter

Submitted

hey thats really awesome for a new dev like myself, learning lots of tricks just by looking at the project, however i dont see how you gave the fonts to the labels when the custom font and theme are empty for them, could you explain how you did it?

Submitted

oh I will fix the project in the next our :-)

But basically it should work when you click on the most parent control more inside the Game.tscn then under Theme > Custom Font > add a new Dynamic Font. 

In the Dynamic Font you can select any ttf file as font file. I did use a font by accident which was free to use, but I wasn't allowed to redistribute.

Submitted

Ah now I had another look at what you meant. Sorry did not read your post correctly. The font is assigned via the node UI inside the Game.tscn scene. Whenever you set a theme for a control, it will automatically be applied for all children, except when a child does have a Theme assigned by its own, then it will inherit that theme to its children aswell :-)

Submitted

ah ok, thanks for the explanation mate and keep up the good work

Host(+1)

Awesome stuff llama! Thank you!

Submitted

HI you're welcome! :-) Really love to see some good quality games! And that way people can concentrate on making good games!

Submitted

I also updated the repository which now also supports a simple sound setup for mono channels.

When using

AudioManager.play_music(stream)

AudioManager.play_sfx(stream)

the manager will automatically handle the music stream (mute its audio bus) while the sfx is being played.

(+1)

This is great! I have to ask.. how did you do the auto dithering and stuff? I've been looking for something exactly like this which will make my sprites obey a certain pixel resolution without having to manually create each sprite a certain size up front

Submitted (1 edit) (+2)

It's a shader :P

(Llama could explain you the details... I definitely cannot)

I've never used shaders before, but thanks! :D

Submitted (1 edit)

He thought me some of the really basics, and yeah, I've also never created a shader that I actually used. I've only experimented with them a little so far

Maybe I'm going crazy but I can't even find where in the project the shader is being applied? Do you happen to know what node to inspect to even find where the shader is? Lol

Submitted

It should be in the ViewportContainer, which is the child or grandchild of the node Root.

Submitted(+1)

for the desired result you will always have to use viewports to ensure the correct resolution while having precise pixels :-)

For the colors I chose also using a shader since its fast and easy enough to map two colors :-D

Ok that kind of makes sense. Was there any tutorial or guide you followed to learn how to make this shader (or shaders in general)? Or did you just kinda experiment and learn on your own?

Submitted(+1)

The godot shader is quite similar to the GLSL feature set. So I've been using shaders for some years now, you can learn it when doing plenty of glsl tutorials out there :-)