2D

RZV Krita BrushKit
Sun 11 June 2017 2D brush Krita paint , 0 comments

splash

I found that Krita lacks sharper brushes so I decided to give it a shot at creating some custom presets for myself. But soon after I started experimenting with more settings in the Krita brush engines (like hue, value, saturation, velocity etc.) and then ideas started to pop into my head. So in the end this BrushKit expanded to a number of brushes which include digital look, natural, textured brushes, brushes for environment design and more!

If you end up using the brushes please consider commenting your painting in the comments section, I’m really interested to see what you come up with and the ways they’ve been used

introduction

First thing to note is that I’m not an artist and as such the pictures presented here cannot reflect entirely the usefulness of this BrushKit. I encourage you to download it and give it a shot and see …

UI and wrapping up , part #9 of godot-roguelike series
Sat 25 March 2017 2D Godot roguelike Unity3D , 0 comments

under construction

project download

Unfortunately, due to lack of time to prepare the written part of the tutorial I seem not to be able to complete this. I decided to upload the final zip project file for you to play with until I find the time co write about it. I hope it’s helpful and that the comments are clear enough so that it doesn’t seem to complex. I’d suggest you compare it with the project files from the previous page.

There are quite a bit of things changed compared to part 08 enemy AI controller and although it might not seem this way, this last part would be quite lengthy because of this and because I want to go over signals and the Observer pattern and signal/events in greater detail.

project files

So without any further ado, here are the project files for this last part of …

enemy AI controller, part #8 of godot-roguelike series
Thu 22 December 2016 2D Godot roguelike Unity3D , 0 comments

disclaimer

Although I have quite a bit of programming experience in high level languages, I may not be qualified to teach you anything about game development as I am learning myself and I probably do not have a sense of how code should be written just yet. So please keep in mind that I am very new at this as well and don’t take it as the definite way to do it. It is only my way

overview

project files

Before you continue make sure you have the project files from the last part as you will need them here if you want to follow along!

This part is probably the most interesting in this series since we’ll be dealing with AI and a few other more advanced concepts. We’ll go through:

  1. being happy that we set up the project the way we did, with FMSs …

destructible obstacles, sound and music, part #7 of godot-roguelike series
Tue 15 November 2016 2D Godot roguelike Unity3D , 0 comments

disclaimer

Although I have quite a bit of programming experience in high level languages, I may not be qualified to teach you anything about game development as I am learning myself and I probably do not have a sense of how code should be written just yet. So please keep in mind that I am very new at this as well and don’t take it as the definite way to do it. It is only my way

overview

project files

Before you continue make sure you have the project files from the last part as you will need them here if you want to follow along!

overview Fig. 01. Overview of state of the game at the end of this tutorial part

This should be a fun one. We’ll get to add a new state in our FSM, we will get to see (very simply) what the singleton OOP …

solution to assignment 02 - saving Player.energy without the setter, part #6 of godot-roguelike series
Thu 27 October 2016 2D Godot roguelike Unity3D , 0 comments

disclaimer

Although I have quite a bit of programming experience in high level languages, I may not be qualified to teach you anything about game development as I am learning myself and I probably do not have a sense of how code should be written just yet. So please keep in mind that I am very new at this as well and don’t take it as the definite way to do it. It is only my way

assignment

with Godot v2.1.stable.officiali-godot

This is going to be a very simple assignment or so I hope because by this stage you should have been exposed to a lot of Godot elements and should be comfortable with scripts, certain decision making steps.

Given what I said above, in this section, the task this time is to remove the setter function __set_energy() and instead set the player_energy key on Globals …

more collisions and player pickable items, part #5 of godot-roguelike series
Wed 26 October 2016 2D Godot roguelike Unity3D , 0 comments
Wed 26 October 2016

disclaimer

Although I have quite a bit of programming experience in high level languages, I may not be qualified to teach you anything about game development as I am learning myself and I probably do not have a sense of how code should be written just yet. So please keep in mind that I am very new at this as well and don’t take it as the definite way to do it. It is only my way

updates

2016-10-26 14:26: forgot that setters & getters are both optional, I corrected this and added some more details about in the setters&getters section. Also expanded on another gotcha in the AnimationPlayer details section

overview

with Godot v2.1.stable.officiali-godot
project files

Before you continue make sure you have the project files from the last part as you will need them here if you want to follow along!

overview Fig. 01 …

player controller and “collision detection”, part #4 of godot-roguelike series
Sun 23 October 2016 2D Godot roguelike Unity3D , 0 comments
Mon 24 October 2016

disclaimer

Although I have quite a bit of programming experience in high level languages, I may not be qualified to teach you anything about game development as I am learning myself and I probably do not have a sense of how code should be written just yet. So please keep in mind that I am very new at this as well and don’t take it as the definite way to do it. It is only my way

updates

2016-10-24 18:35: corrected a mistake in explaining the collision masks and physics layers. Initially I had mentioned that the physics objects will interact with each other if they are placed in the same physics layer, but that’s not true, the layer mask determines what gets detected, the explanation has be updated

overview

with Godot v2.1.stable.officiali-godot
project files

Before you continue make sure you have the project …

solution to assignment 01 - board building efficiency , part #3 of godot-roguelike series
Mon 26 September 2016 2D Godot roguelike Unity3D , 0 comments

disclaimer

Although I have quite a bit of programming experience in high level languages, I may not be qualified to teach you anything about game development as I am learning myself and I probably do not have a sense of how code should be written just yet. So please keep in mind that I am very new at this as well and don’t take it as the definite way to do it. It is only my way.

assignment

with Godot v2.1.stable.officiali-godot

The algorithm used in building the board part of the tutorial isn’t as efficient as it can be. Can you think of a better way of doing it? Hints:

  1. initialize self.__grid with available locations instead of initializing it to an empty array and populating it every loop step with locations of placed tiles
  2. the only other modification that needs to be made is …

building the board, part #2 of godot-roguelike series
Sun 18 September 2016 2D Godot roguelike Unity3D , 0 comments
Sun 25 September 2016

disclaimer

Although I have quite a bit of programming experience in high level languages, I may not be qualified to teach you anything about game development as I am learning myself and I probably do not have a sense of how code should be written just yet. So please keep in mind that I am very new at this as well and don’t take it as the definite way to do it. It is only my way.

updates

2016-09-25 14:20: after talking with the Dean of Engineering at S4G School for Games and he pointed out the proper use of Dictionaries I modified the code to use a inner class to store the tiles from TileSet instead of a plain Dictionary with an inner Dictionary so be sure to grab the updated project files! if you went through the tutorial before 2016-09-25 14:20
2016-09-24 19:23: added …

introduction & project set-up, part #1 of godot-roguelike series
Wed 14 September 2016 2D Godot roguelike Unity3D , 0 comments
Sat 24 September 2016

disclaimer

Although I have quite a bit of programming experience in high level languages, I may not be qualified to teach you anything about game development as I am learning myself and I probably do not have a sense of how code should be written just yet. So please keep in mind that I am very new at this as well and don’t take it as the definite way to do it. It is only my way

updates

2016-09-24 17:02: added accordion menus for the extra information sections () so they don’t break the flow of the tutorial
2016-09-20 00:10: added at the bottom a link to the finished project files for your convenience
2016-09-18 12:48: added a more elaborate explanation on why I chose to divide the original sprite sheet, this information is found in the Unity3D-to-Godot sprite sheet conversion : AnimatedSprite vs. Sprite + AnimationPlayer

overview …