Wow, this is real neat!
MenacingMecha
Creator of
Recent community posts
Attack range was next possible thing to be worked on, but ran out of time.
With enemies unable to move, giving the player Arbalesters can get tricky to balance, as without putting enemy Arbalesters everywhere it would allow the player to just sit back and safely pick off enemy units. They were taken off of the final map for this reason, but with enough time to properly craft maps (and add some extra mechanics to give units different properties), this could be alleviated.
Greetings fellow Linux beardie! There’s Makefile rules in the src for generating AppImages, but I’m on NixOS and had issues getting those to run on non-NixOS machines.
Until I get around to fixing my build workflow, easiest steps for Linux is to either run the .love with the love2d from your package manager, or run the Windows version in Wine.
This is normal, try adding more edge loops to your mesh - polycounts were often a little higher than you’d expect to accommodate this.
If you want to disable it completely, comment out this line: https://github.com/MenacingMecha/godot-psx-style-demo/blob/91bd24988f70636efca505e2c8022b143b61780e/shaders/psx_base.gdshaderinc#L55
Error I get when trying to run the .love:
Error: main.lua:1: module 'fun' not found:
no field package.preload['fun']
no 'fun' in LOVE game directories.
no file 'fun' in LOVE paths.
no file './fun.lua'
no file '/nix/store/g1p9296iz8hl66z60spqq23464jnhx6j-luajit-2.1.1693350652/share/luajit-2.1/fun.lua'
no file '/usr/local/share/lua/5.1/fun.lua'
no file '/usr/local/share/lua/5.1/fun/init.lua'
no file '/nix/store/g1p9296iz8hl66z60spqq23464jnhx6j-luajit-2.1.1693350652/share/lua/5.1/fun.lua'
no file '/nix/store/g1p9296iz8hl66z60spqq23464jnhx6j-luajit-2.1.1693350652/share/lua/5.1/fun/init.lua'
no file './fun.so'
no file '/usr/local/lib/lua/5.1/fun.so'
no file '/nix/store/g1p9296iz8hl66z60spqq23464jnhx6j-luajit-2.1.1693350652/lib/lua/5.1/fun.so'
no file '/usr/local/lib/lua/5.1/loadall.so'
stack traceback:
[love "boot.lua"]:352: in function <[love "boot.lua"]:348>
[C]: in function 'require'
main.lua:1: in main chunk
[C]: in function 'require'
[love "boot.lua"]:323: in function <[love "boot.lua"]:126>
[C]: in function 'xpcall'
[love "boot.lua"]:362: in function <[love "boot.lua"]:355>
[C]: in function 'xpcall'
Hi, that feature is enabled in the itch settings; if there’s an issue, however, Ko-fi is available: https://ko-fi.com/menacingmecha
IIRC it was accurate dithering that led to moving it to a post process effect rather than object-level (had issues dithering between colours, and didn’t play nicely with transparency).
Wasn’t overly happy with cutting per-object dithering, but it was a relatively obscure hardware feature to begin with (so far you’re the first person to bring it up). Hopefully we’ll be able to get it back in 4.0 by rendering to a buffer to mask dithering, AFAIK that should do the job.
Nice time!
I’m not sure what you’re referring to with the controls, sorry. Tank controls are bound to D-Pad, while REmake-style analogue controls are bound to the analogue stick - was this not the case for you?
Collision around the wooden boards is a confirmed bug - there’ll be a patch in the near future that’ll fix this.
Not at all! MIT license just requires that you place a copy of this license in a visible place somewhere (as in, “I used X code, here is the license”). Godot engine itself is also MIT license, so this is a requirement you have to fulfill when releasing a Godot engine game regardless.
Credits are a good place to dump this - self plug but I did this in one of my games if you want to see an example.