Project created for GDFG Team Jam 2025 Theme - Unknown
Team Members:
- klassy
- kanneblei
- nuzcraft
- elija
- soulkeeper
- tammerthehammer
- tyler frankenstein
Godot v 4.4.1
Check out this Cheat Sheet for git commands
- install git on your machine
- using the command line
git clone https://github.com/nuzcraft/gdfg-team-4.gitto get a copy of the code repository git pullto pull the most recent changes down from github to your machinegit branch new-branch-nameto create a new branch to work fromgit add *to add all new changes so they can be committedgit commit -m "message"to commit any added changes to to the branchgit pushto push your changes up to github- if the branch does not exist on github yet,
git push --set-upstream origin new-branch-namewill do the trick
- if the branch does not exist on github yet,
- if changes are good to merge into the project, create a pull request in github to merge your branch into the
mainbranch- the
mainbranch is our good code
- the
- back on your machine,
git switch mainorgit checkout mainto switch back to themainbranchgit pullto make sure you have the most recent changes, then repeat the cycle
- AOE Texture Replacer Scene handles rendering the AOEs and replacing the textures
- when ever we spawn an AOE, call add_sprite on the texture replacer and pass in your node
- it will strip out the sprites and despawn timers
- then hide the original aoe, it will still handle collisions, but we will render elsewhere
- sprites are added to canvas layer node in add mode (this will mix the colors)
- the canvas layer is invisible because it's in a subviewport
- we can get the image from the subviewport even if we can't see it
- a big white color rect covers the play area with the shader attached to it
- we pass in the subviewport texture, then replace primary and secondary colors with new textures
- IMPORTANT
- only red and green supported right now
- trivial to add new colors
- still want to mask the walls from the tilemap so that the aoes stay under the walls
- would like to add some wiggle
- create a small pixel image (50x50 probably at the largest)
- each pixel color represents what should be generated
- white = floor
- black = wall
- blue = hero spawn point
- green = crystals
- red = enemy spawner
- name the files
level1.png(replace with your number) - in
level.gdimport the image file as a const and add it to thelevel_imagesdictionary - if there is an image for a specific level, it will get generated instead of whatever level was manually placed there
below is the png used for the current level 2
Dual Tilemap Plugin by Pablogila Some Placeholder Art by Kenney Acid sprite by Screaming Brain Studios Lava sprite by LuminousDragonGames Teleport shader by pend00
