Sorry, I abandoned that project for now. I will probably return to it later.
ArcaneCoder
Recent community posts
I am working on a tower defense title too, but with a catch. I read another thread that someone else is doing a tower defense with satellites. We should have some good tower defense entries in this jam. I can't wait to give your game a try. The design looks really good!
Also, if you need some help with trigonometry in Godot, let me know. The Godot unit circle is very unconventional, firstly because it's flipped along the horizon, but also because the Godot devs flipped the positive semi-unit-circle along the y axis, but not the negative one, iirc!
What this means, is that you need to hard code smooth transitions for the edges of each quadrant with angle offsets like [0, 270, 180, 90] and offset the offsets with -360 when your y position is negative (above the origin) iirc.
The following resource may help you get your bearing on how to publish your game as a binary executable:
https://en.wikipedia.org/wiki/List_of_software_package_management_systems#Window...
I would also investigate the publish or export options of your tech stack. If you use a game editor, it's possible the editor may export your source code to a binary file.
So, unless you license otherwise, your work is implicitly copyright and you can sue anyone who attempts to distribute or sell your work without permission, except in cases of purely academic use. You can add a copyright notice at the bottom of your repository README.md file.
Example: Copyright {year}, {owner's legal name}. All rights reserved.
Source: https://www.termsfeed.com/blog/sample-copyright-notices/.
Also, you can make your repository private. You can give Lee Reilly (the jam host) permission to access your repository, but judges do not need to see your code to judge your game. Your submission can be an itch.io game page, which hosts info on your game and distribution packages, like .exe, .rpm, .deb. That way your source code is not immediately accessible.
Go to your command line to the directory you want to work in.
The only command that should be done in the directory above your project folder
git clone <url> {set the remote repo url for the local repo, skip if remote repo doesn't exist.}
All the commands that should be done within the root project directory; cd <folder name> to move into it. and cd .. to move back.
git init {create a fresh repo, git clone implicitly executes this, skip if remote repo does exist.}
git remote -v {Tell git to show you existing remote. If no remotes print, do next line, otherwise skip next line}
git remote add <name> <url> {do this to create a remote ie origin github.io/username/reponame to set a remote called origin pointed to github.io/username/reponame}
git status {red is unstaged}
git add * {add unstaged files to stage}
git commit -m "{message}" {make a commit of staged files to repo; message is not optional; you must have a string after ' -m '}
git push -u origin master {skip this if the remote repo already exist, otherwise you can skip the next line, just this once.}
git push <remote name> {read terminal output if this doesn't work and try terminal's suggested command. remote name, ie origin, check with remote -v}
Share if you have problems, I am subscribe to thread. This should at least get you started and working smoothly without much trouble. You could also try GitHub Desktop instead of the command prompt: https://desktop.github.com
Edit: Sorry about all the edits, but now I think everything is clear.
Edit: Sorry, realized another error!
Edit: Had to fix what was incorrect about creating local repo. Sorry if this was confusing!
https://github.com/JonathanGrant92/game-off-2020 I have already included it as the menu music. I may be interested in including some of your other music and the DOS-88 Synthwave Music Library in the game. I am documenting all assets I include in the project.
I have no idea what your idea is, but to adapt your idea to the jam, you could
- add moon easter eggs that are hard to find and part of a hidden score factor i.e. miniatures of real-world space rockets
- make the game setting space or the moon.
- define difficulties with sci-fi terms i.e. rocket enthusiast (easy) / space agency (medium) / moonshot (hard)
- create a bonus level with a space theme
- name npc/entities after known astro/cosmo-nauts
- name entities/scenes after actual regions/craters of the moon
- name/show objects with 1960s technology themes i.e. retro computers vehicles clothes tools etc
I'm sure there are many other ways to give your idea a lunar vibe.
Found this and thought it was worth sharing: https://store.steampowered.com/app/426930/Moonshot/.
Several years old and didn't sell much, but maybe someone can make something like this but better!