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Nodra

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A member registered Feb 22, 2022 · View creator page →

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Sadly, I can not play test or build for windows until the end of the month. The extra week we got means I’m no longer home and only have my Linux box on me.

But looking forward to trying it out once I can, and new builds will follow.

(1 edit)

Thank you for the feedback. It might be, atm I know of one bug that stops you from jumping when near a storage link. (you need to open and close the storage dialog to get around that)

The mechanic is that when you start running low on dust you can no longer shoot and if you then fail to jump out or pick up more dust they will steal/harvest the last of it leaving you stranded and unable to jump out.

I found a few points where a slow or bad server response can cause a soft lock as the controller thinks you have no dust. Fixed those and improved the telegraphing of the out-of-dust state but that will not be up until after the jams voting period.

(1 edit)

Excellent design work, gameplay reminds me I’m old and can’t hold that beat. (a bit more telegraphing might help)

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  • 2D Shoot-Out
  • Unusual Bullets
(5 edits)

The UI Example that goes with it is set up so that you can follow along with the official getting started guide. (see links below)

In short, you register your development account on Metafab to get your API credentials and then follow along to create players, currencies, items, shops, and so on.

To get the addon into your Godot project just drop the ‘addons/metafab-api’ folder into the root folder of your project. Enable it in the project settings and then reload the project to make sure it sets up the global variable needed to start using the API in other scripts.

Basic usage example that gets all registered players (admin only)

func _on_action_request():
  var res = MetaFab.get_players(self, "_on_action_request_result", secret_key_string)
  # Error can happen if servers are down or the device is not connected
  if res != MetaFabRequest.Ok: print("[%s] Error: %s" % [name, res])

func _on_action_request_result(code: int, result: String):
  var json = JSON.parse(result)
  # Anything but 200 means something went wrong on the server
  if code == 200: print("[%s] Result: %s" % [name, json.result])
  else: print("[%s] Code: %s / Error: %s" % [name, code, json.result])

Sadly I do not have time to set up a full tutorial/guide before the jam starts. But feel free to ask if it is not clear and let me know if you run into issues.

Links:

Thank you, we really enjoyed working with Godot. I never heard of the unknown one, I have a hunch he is in Act 2 as that was put up last minute. And that boss definitely needs a bit of luck when going in bare-handed.

Nice setup, lost the farm but all good.

Nice setup, fits the theme, and plays well.

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Thank you.

If you get killed in your home after killing the boss in the graveyard it starts ‘act 2’ on a new map. Needs a better indicator (story intro), it is on the TODO list. (nothing after ‘act 2’ atm)

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Feels impactful and polished. Love it!

Thank you, It might take a while, but I’m looking forward to cleaning this up, expanding on it, and adding more content later this year.