šŸ¤– 2D Grid-Based Movement

2D Grid-Based Movement

Introduction In this tutorial, we are going to implement a ā€œgrid-based movementā€ system for a 2D game in Godot. Itā€™s not overly complex. Some of you might be wondering, what exactly is grid-based movement? Grid-based movement is when objects, such as characters, move one grid (one tile) at a time on a game screen that is divided into evenly spaced grid lines. To give some examples, think of older games like the Fire Emblem series, Tactics Ogre, or various simulation games. Even RPGs like Final Fantasy and Dragon Quest during their 2D eras employed grid-based movement when it came to character movement on maps. Puzzle games like Tetris often use grid-based movement for the blocks or pieces as well. As you can see, grid-based movement is widely used across many genres of games, making it a highly versatile feature. Environment This tutorial was created under the following environment: Godot version: 4.3 Computer OS: macOS 14.6.1 By the way, the project I made can be found in this GitHub repository . Setting Up the Window After creating a new project in Godot, the first step is to adjust the project settings....

2024-09-06 Ā· 8 min

šŸ¤– Making a Tilemap with TileMapLayer

Creating a Tilemap with TileMapLayer

Introduction With Godot 4.3, the previously used TileMap class has been deprecated (meaning it wonā€™t be updated anymore), and a new TileMapLayer class has been added in its place. So, Iā€™m going to actually create a tilemap using TileMapLayer! My environment at the time of writing Godot version: 4.3 Computer model: MacBook Air M1, 2020 OS: macOS 14.6.1 Setting the Screen Size Iā€™ll be using 16x16 px tile images this time, so Iā€™ll make the Viewport small enough to fit the tiles neatly. After creating a new project, I went to Project Settings > General tab > Window and set the following: Size: Viewport Width: 256 Viewport Height: 160 Window Width Override: 1024 (4 times) Window Height Override: 640 (4 times) *Window Width Override and Window Height Override can be set after enabling Advanced Settings in the top right of the settings panel. Then I scrolled down a bit in the settings panel and set the stretch mode to viewport so that the game graphics scale to fit the window size. I left the aspect ratio as is. Stretch: Mode: viewport Aspect: keep (default) Scale: 1 (default) Scale Mode: fractional (default) Importing Assets for Tiles I downloaded the 1-Bit Pack from KENNEY ....

2024-08-23 Ā· 5 min

šŸ•¹ļø Mobile Game - Quick Hand Poker

Icon of the mobile game 'Quick Hand Poker' Ā©ļøŽ 2024 peanuts code

This is poker turned into a falling object game! Poker, a table game loved by many in casinos, has been reborn as a falling object game! Itā€™s called ā€œQuick Hand Pokerā€! Quickly touch five objects on the screen that combine the suit and rank of playing cards to form poker hands! Aim for a high score within the time limit! Even if itā€™s your first time playing, donā€™t worry. The rules and hands of the game can be easily checked within the game! Your browser does not support the video tag. What kind of game is Quick Hand Poker? Easy operation! The operation is basically as simple as touching the screen! Select five objects from the falling card objects that form a poker hand! The selected five objects disappear, and new objects fall. Thus, you keep touching the objects on the screen one after another! This is almost all the operation! Simple rules! The simple rule is to aim for a high score within the time limit (initially 30 seconds). Quickly form as rare poker hands as possible! The total of the ranks (numbers) of the selected five objects is multiplied by the multiplier corresponding to the hand, which is added as the score....

2024-07-10 Ā· 2 min

šŸ¤– Distributing Games from Xcode to App Store Connect

Implementation after adding the Game Center plugin

In this article, Iā€™ll explain how to upload an iOS game exported from Godot to App Store Connect using Xcode. Itā€™ll probably be short, so feel free to take it easy. Also, Iā€™m assuming youā€™re familiar with Xcode, which is a macOS-exclusive app, so Iā€™ll proceed with that in mind. Macs can be pricey, but if you want to release apps like iOS or macOS on the App Store, itā€™s an essential tool. I got mine with a 2-year Orico loan. It was tough, though šŸ˜† Environment at the time of writing this article Xcode Version: 15.3 (15E204a) Computer Model: MacBook Air M1, 2020 OS: macOS 14.4.1 Working with Xcode First, letā€™s open the project for the iOS version of your game exported from Godot in Xcode. If you peek into the folder where you exported it via Finder, youā€™ll find a file with a .xcodeproj extension. Just double-click on that (if thereā€™s a .xcworkspace file generated due to adding plugins like Google AdMob, open that instead, but I wonā€™t dive into that here). Enabling Game Center Capability in Xcode *You can skip this section if you donā€™t plan to integrate with Appleā€™s Game Center....

2024-05-13 Ā· 5 min

šŸ¤– Implementing Game Center Features After Adding Its Plugin

Implementation After Adding Game Center Plugin

In the previous article šŸ¤– Adding Game Center Plugin to Your Project , I explained how to add the Game Center plugin from the official Godot iOS plugins to your project. In this article, Iā€™ll guide you on implementing the functionalities of Appleā€™s Game Center using the added plugin. If youā€™re wondering what Game Center is all about, I briefly explained it in the beginning of the previous article, so you might want to check that out first. Broadly, Iā€™ll explain in two main sections: Setting Up Game Center in App Store Connect Implementing Game Center in GDScript By the way, the basic usage of plugins is documented in Godot Docs / iOS plugins / iOS plugins , so it would be reasonable to start there. Also, you can find the code for the Game Center plugin on GitHub at Godot iOS GameCenter plugin . If you want to delve into the details, you can check it out. Personally, I found it a bit challenging at first. Environment at the Time of Writing Godot Version: 4.2.1 Computer Model: MacBook Air M1, 2020...

2024-05-11 Ā· 9 min

šŸ¤– Adding a Game Center Plugin to Your Project

Adding a Game Center Plugin to Your Project

Introduction In this article, Iā€™ll show you how to add the official Godot plugin for integrating with Appleā€™s Game Center to your project. First off, what is Game Center? For those unfamiliar, itā€™s a feature available on iOS devices like iPhones and iPads. By signing in with an Apple ID, Game Center records achievements and allows players to compete on leaderboards in supported games. Developers can set achievements, define their completion criteria, and decide what to compete for on the leaderboards. Using the Game Center plugin in Godot, you can easily integrate these features into your games, which is pretty awesome. By the way, you can find the official documentation and source code at the Godot iOS plugins repository , so take a look there first. If thereā€™s anything you donā€™t quite understand, you can always come back to this article. Author's Environment at the Time of Writing Godot Version: 4.2.1 Computer Model: MacBook Air M1, 2020 OS: macOS 14.4.1 Clone the Plugin Repository First, head over to this Github page and follow the steps there. However, theyā€™re not very detailed, so Iā€™ll explain the nitty-gritty parts here....

2024-05-05 Ā· 4 min

šŸ•¹ļø Lovely Solitaire

Icon of the Lovely Solitaire mobile game Ā©ļøŽ 2043 peanuts code

Introducing a Mobile Game, Lovely Solitaire! When it comes to solitaire (Klondike), itā€™s the king of classic one-player card games, and now, introducing the mobile game ā€œLovely Solitaireā€ available on the App Store! With its chic user interface, you can exude a sense of style even while playing on the train! (Or so we hope?) New to the game? Donā€™t worry, you can learn the rules and tips from the ā€œHow to Playā€ section in the game! Your browser does not support the video tag. What Makes It Lovely? The pastel-colored UI and pixel art card designs make it lovely! The trailing effect when dragging cards is cool! Plus, the music is incredibly cool, the sound effects when moving cards are satisfying, making it lovely! So, be sure to turn on the sound while playing! Also, the ability to automatically move cards with taps (isnā€™t that normal?), the support for Appleā€™s Game Center (also normal?), well, if you find all these trivial things lovely, then you must be lovely too! Free Download! You can access the page of ā€œLovely Solitaireā€ on the App Store from the banner below!...

2024-04-03 Ā· 2 min

šŸ“” Devlog: Slashing Samurai - Reflection

Devlog: Slashing Samurai - Reflection

This article is a record of reflections on the (post-release) development log of the iOS mobile game ā€œSlashing Samurai,ā€ released on the App Store on December 15, 2023. It explores areas for improvement and lessons learned during the development process. Feel free to download ā€œSlashing Samuraiā€ for free from the App Store using the banner below if youā€™re interested. Identification of Reflection Points After completing the development of ā€œSlashing Samuraiā€ and reflecting on the process and outcomes, various points for improvement became apparent. To better utilize these reflections in future game development, I want to document them thoroughly. Letā€™s start by summarizing specific points for improvement: Overdoing Too many stages Excessive difficulty Overemphasis on world-building Too late Implementation of plugins took too long Testing on actual devices was too slow Promotion preparation was too slow I will provide detailed records for each of these. Overdoing Letā€™s begin by discussing the common pitfalls of the ā€œoverdoing itā€ category, which many novice developers, including myself, tend to fall into. Too Many Stages Rather than doing this with good intentions, I might have unconsciously avoided the struggles of subtraction....

2024-01-11 Ā· 11 min