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A member registered Feb 23, 2015 · View creator page →

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Godot does have a visual scripting system, node based like unreal BP, but can be a bit rough to learn in the short time of a jam (some people have learned visual scripting quickly, but not that fast) so GDScript may be easier.

If you used Construct also you may be facing several challenges like a different way of structuring games, written code, and according to your question, a third dimension too. It is always advised to try to tackle one thing at a time so try first, like the jam theme says, something simple.

Later the migration from 2D to 3D in Godot is simple in terms of logic and basic structures, is just complex in the same way 3D is complicated in general.


Back to programming.

Sadly, and despite that GDScript is a nice and simple starting language for learning programming, there are not many resources to start learning from zero (yet), people is usually directed to sites like https://www.learnpython.org/ which cover the programming basics with a language similar to gdscript, then the official documentation and try to experiment.

That said, here are some video tutorials focused on programming made by godot contributors and content creators:


Create a game with visual script:

https://www.youtube.com/playlist?list=PLQsiR7DILTcwfzXxkyDIyFA-XJoG39U9L


Intro to GDScript:


In the link that Winston put are tutorials about custom drawing, how canvas layers work and other useful stuff too.

You can also use Line2D nodes which can make fancy lines on top of Polygon2D nodes (using the same set of points), there are MeshInstance2D nodes too but are a bit hard to use.

And Godot importer can rasterize SVG files (in editor, not at runtime) if you want to just use svg assets.

To not waste much time, if you can check the requirements for mobile exports, get and configure all the tools (export templates, sdks).

On Android you can do updates of scenes and scripts with the game running on the device and see the modifications instantly (or crash the game :D ) which can help to test changes quickly on the target platform (I have no idea about iOS).

This is the official discord server (accept the rules to have full access) https://discord.gg/4JBkykG

More community sites are in   https://godotengine.org/community (but may not be suitable for the jam)

If you need motivation for something simple, a great resource (even for serious projects) are old game manuals, some of these look like design documents.

A great site for this kind of resources is https://www.atariage.com

For example take a look at this page of the manual of Human Cannonball

The official documentation has a section called tutorials that also show how to do specific things, from simple logic like how to use a physics body to more complex like networking.

I'm not sure if there is a collection of snippets but almost everything is "plug and play", you can take the character scene and script files from a demo project and use it on your own project without changes in most cases.

Weird but interesting game, may need some work on the movement mechanics and give more meaning to the stage, decide if goes for pure action or more stragic and agressive enemies.

Nice game, reminds me of the old windows 95 ski free game, some things to jump and accelerate could be nice to add more flavor.

Fun game, and have room for a lot of extra gameplay elements.

Simple and good, it needs more challenge, like harvesting coal from the road.

For a jam there is no time to get a good way to show how to play, so some labels in game may be enough (go there, shoot here).

I will try to check looking at the source in a couple of days and will tell you if I find something.

Looks nice, I do not understood much what happened (health going lower on flashes but nothing visibly attacked) also controls felt a bit weird.

Nice visuals and atmosphere, it needs better feedback on the movement (like a trail) and most interactive items did not said anything (a default WIP message can help while developing, to not get lost in the game feature hail :P).

Really good for a first project :D

I do not understand the first room, no shrimp or anything to do apparently, some in-game indications could be nice.

The gun reminds me of last Prey's glue gun.

It was fun! Just the labels never cleared after finishing and remained in the screen.

You can use lights and effects for a better visual appeal.

Linux version plz :D

This is a really really nice game.

At first looked a bit dull, when pressed the sleep button I have thought that was the end game, then my reaction was "what the...!".

Cool puzzles too, could not quit until finished it :D

2D dash sometimes was hard to control, like always dashing to the right and 3D controls may need some polishing.

Nice game, it needs a bit more action and visual exaggerations (particles, lights and more particles) to keep the player engaged.

Impressive, it just need more visual feedback but was really good and decent difficulty.

Keep updating and add a post-jam version :D

Interesting game.

It was hard to kill the ants and gave no penalties at all for keeping them alive, and found easier to just level the reactor emperature attacking it, may need some motivation to kill ants and to resist (a time based score, probably).

oh, got it!

Oh, I see, that is something to complain to itch.

Is a amd A10 with R5 graphics, tried running on a desktop too but takes both monitors as the screen wide and the game is placed half on each monitor, I guess there is something weird on the fullscreen part.

Now that you mention it, I think there are no direct examples of how to do it for 3D, 

For simple systems you can do the same as on http://docs.godotengine.org/en/3.0/getting_started/step_by_step/ui_game_user_int... you will work on a 2D viewport but controls will be shown over the 3D one when running if is inside the same scene.

I only saw one kettle kart and 2 bars that go to 100%, I'm missing something?

I did not understood the exact mechanics, a tutorial/help may come handy (just an initial layer of labels indicating what means each part).

Cute game, found the wife but was almost dead so I guess it did not had a happy ending ^^;

You can add some trail to the turtle to see the movement, also maybe some light on the fire to see the area of influence and maybe a dirt patch under it.

Nice game, I think control under water needs a bit of polishing, also more visual feedback when you eat a fish.

It was running really slow (on linux at least) and input was unresponsive (no idea why).

I like the touch of difficulty settings and the consideration of different keyboard layouts, I'm not a fan of forced fullscreen, though.

Good for being a first game, try to add some information about the current state of freezing because there is nothing to tell how frozen you are and how much time you gain from picking fire.

A summer mode, avoiding the fire could be nice too :)

Interesting take on the theme, but it needs more work on the concept (goal and failure).

It was hard to tell when a particle was hot and cold, color and speed and probably elements that affect the particles.

Nice management of the change of environment, just be careful when things are not reset on death, that can add interesting mechanics but can easily cause some softlocks too.

Had to replay after reading that was for 2 players.

It needs more motivation for the sun other than killing the main, also needs some penalties, something that may hurt it, slow down or something, is too powerful.

Cool graphics and vaporwave background aesthetics.

Loved it!

2350 points on my second attempt, I need to reconsider my career :P

Really cool cartoony effect and thanks for putting the unit selector :D

Got more points when I did not know how to play than when I realized the controls and gameplay xD

Really cute graphics and good control, it was hard to walk over a pile of eggs or with eggs over your head, though.

Made it crash by spamming grab and throw once but could not replicate again.