Hello, thanks for your work :) your mrpas is really helping me out on my project. I wanted to ask if you had any idea about how to optimize multiple mrpas in a single scene ?
Basically I'm working on a tilebased tactical (think fire emblem) but where every unit has a field of view, and units are themselves obstacles. It means that currently, when a unit move, every other units get the notification that a unit moved, set the transparency of the unit's old and new position, and recompute their field of view. As you imagine, it causes a bit of lag.
Victor Pernet
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Hello, thanks for the kind comment.
It should be possible to make an iOS build with the project files on the git hub. You'd need to get godot version 4.2 (or 4.1.2 not 100% sure), download the project files, extract them in a folder, open the folder with godot as a project, go on the build section and select build project for iOS. Don't hesitate to ask if you need more help.
Hello ! Thanks for your kind comment :).
The feature you'd like is actually already implemented on f droid and browser ( I think ? i'm going to double check ) you can double tap on the new game button to bring up the Seed Edit panel which allows you to save or reload games based on their seed. It should be explained in the ? button. If not that means I haven't updated all versions :/.
Hey, I'm glad you like it. That question has been asked on github previously, if you'd like to see the discussion. But the short of it is : I don't know. In classic FreeCell solitaire there are layouts that are clearly impossible, where every big cards are at the end of each stack, but being able to tell if a "normal" layout is solvable or not is a very, very complicated problem to solve.
It's really cool to hear someone say they love something you made, thank you.
The idea came to me when I was playing lots of Skull King, a card game with its own set, and thought about how would a solitaire for the set play. I've always been a sucker for mini games inside of other games, such as the gwent in Witcher 3, or more obscure, the dice game in pirate of the Caribbean at World's end the video game.
About the ratio, do you mean the black bands at each side or something else ?
hello, thanks for your kind comment ^^.
I am not entirely sure about the scenario you described, but in your screenshot, it is possible to get rid of 2 pirates by selecting them after pressing the beast button.
When there are more than two pirates available and you press the beast button, you select one pirate (which is highlighted) and then a second pirate, and they're discarded.
If you don't want that pirate you can click on it again to un select it, or cancel the pirate selection all together by pressing the beast button again.
Hope it helps.
If it's your very first jam, and you literally have no experience with game logic I'd suggest you use : microstudio.dev
It is a nich, web hosted open source game engine that has the bare necessary features for doing game development.
If doing everything by hand for someone starting gamedev sounds like a bad idea and you'd rather start with something with a lot of premade components for you to use, then you fell into the same trap most gamedevs amateurs (me included) fell into.
Long story short, if you do not know game logic nor how premade components work under the hood, when it comes time to debug you will be in hell.
I know almost nothing about shaders, so if microstudio doesn't give you the tools you want to make your game, I would suggest going with godot over unity simply because it's lighter and got much better doc.
Even then, before the actual gamejam start, messing around with microstudio to understand the basics of gamedev would only be to your benefice.
Thank you for your kind words, I'm very glad that you like the game !
I actually didn't know 4.2 would support C#, that's good to know. I didn't really talk about it in my devlog, but I had a lot of fun learning a new language, and it was much easier than I expected it to be.
Edit: also huge shoutout to ygringas, who helped me upload the game on f-droid. He's the working dev on Ravengate, which is the first Godot game uploaded on f-droid, I couldn't have done it without his help.
https://victor-pernet.itch.io/pirate-solitaire