posts from @Janet tagged #made with godot

also:

hi, i made this little game a while ago, it's a bit hard, twitchy perhaps, but you can definitely make it through. but feedback would be appreciated :eggbug: in this post i will ramble a bit about tmppest, until i run out of things to ramble about and then ramble on about other things that interest me...i'll try to highlight keywords that might interest you aswell, so you can skip forwards until something interesting pops up ;) might try to use one of those fancy css doohickeys even. now i know you cant interrupt me to ask me about something or point out errors, so please do in the comments.

originally i planed tmppst as a clone of the 1981 arcade game Tempest , whatever i meant by that. it's also inspired by some other games, like the amiga classic Zero Gravity from 1997. ok admittedly a late classic and i didnt even had it or an amiga back then... oh well.

and there is also this c64/atari 8bit game: you fly around the incoming enemies and shoot inwards, when all are shot, the scene transitions in a warptunnel, kinda to the next planet in the solar system. i remember reading uranus alot... or maybe neptune... idk XD everything in 2d, bgm is some distinct classicy tune that i only remember the vibe of... i played this game alot on the atari600xl that my parents had, back in poland... annoying. maybe i will remember more tommorrow. ah.. Gyruss :) 1984

this is no amiga, and this is no arcade game either, nor is it 8bit: i wrote this in godot script and made the ship and the spider model in blender myself.
please dont stare at the topology. the level geometry is some basic godot 3d objects i cant remember the name of but the soundeffects i made using jsfxr or some variant. might have documented the settings for each sound somewhere.

the music was made by epsyle, the songs title is: Couture IM STUCK
he kindly allowed me to use it for the game in exchange for 100 doge (im still sitting on some... not sure what to do with all that trash.. sure i could delete my wallet... but, well, there are mortgages to pay and maybe i can use that trash to make something shiny)

anyhow. i really like the song and i still have some ideas for more levels, but i dont really feel like the tools im using right now are sufficient. the: start-play-mode - find-bug - STOP - edit - loop is crazy annoying when, on other projects, you are using a read - evaluate - print - loop. and it's not just print and it might be that it wont be reading anymore, but there will be evaluation, looping and some other thing. i'll admit im as sick as any other sick lispress: i'll much rather write my own engine from scratch (ok kinda) than learn some other sick lisprs code other than whatever sick distro i initialy decided on.

but this is about tools. and tools should be efficient, otherwise they're a hindrance compared to more efficient solutions. some solutions exist, others only yet in your imagination. remember Lexy "I know this!" Murphy? what if that file browser on the machine she identified as a unix system was a vr application that allows you to also edit the files? so far i have only written a basic ECS that basically lets you add functions to be looped over in a thread (future raylib hotloop) and also calls that only get executed once and yield a lasting result (asset handling). but i am dragging my heels a bit over implementing and finally testing whether or not what i wrote is actually working (only tested it with prints, not with raylib....frames?) i hope to be able to do everything live, keep long running stuff off the hot loop in another thread and get asset data loaded off the disk, into the scene using named shared memory. i have everything figured out.

i feel like: boris the dragon, to scared to jump.

been thinking about renaming vrkbnch to awesOSe since it's a bit forced: it has nothing to do with the amiga, except perhaps the thought that my classic amiga 600, up in the attic, would be the last place i would see my creative freedom restricted, except by hardware limitations or the ROM which would be the host os in vrkbnchs case. awesOSe feels like silly. silly feels good. vrkbnch feels krunchy and old. idk

i've been thinking alot about how neat plan9 could fit into this as a modular hardware extension system... maybe. idk but then someone else beat me to porting janet to plan9.. though it has been quite some time since i was working on that or was trying to learn the mk file syntax so yeah... but, that means i can build on that