These look great! What license are you releasing them under?
hatmix
Creator of
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What you can do for future jams is in Godot project settings, change the Display->Window->Stretch->Mode to “Viewport” and Aspect to “keep”. Then, the fullscreen button on itch should always just make the existing view of the game bigger and you don’t need to think about it. But, I highly recommend playing around with those settings and learning what they do! image.png
I respect your decision to make game source available! And template code is obviously allowed. However, you might want to consider what the git commit logs will show if you don’t use a repository as a template. The source you provided has commits going back across multiple Godot Wild Jams and the initial commit is from August 8, 2024. Please, have a look at the rules of the jam.
Thanks for playing and commenting! There are two things that can lead to the vines getting through walls.
First is we never got around to making the walls and towers respect collision when placing and moving. That makes it difficult to get the walls lined up in a way that closes the gaps between collision shapes. If you walk around the wall, you might get an idea how much they need to overlap for collision to be continuous.
Second, collision tests only happen at the tip of the vine. If the tip is past the facing edge of the wall when the wall is placed, the wall is basically ignored.
But on the other hand, this behavior of vines going through cracks you didn’t know about is probably the most realistic behavior I’ve ever accidentally coded.
Thanks for playing and glad you enjoy the game! The kudzu vines started as a “can we make this look good?” experiment before we even decided what the gameplay would be.
The vines are a Line2D with a new point added every timer tick. The width increases by number of points and a width curve creates the thinness at the leading end. Each new point starts at points[-1] and tweens to its final position, though this animation seems to get dropped a lot after switching to physics processing for vine collision with walls. The leaves have 3 stages of growth that are scaled from zero and modulated from transparent on the same timer.