Spyke

Posts

opensourcegames·OpenSourceGamesbyMarshReaper

FOSS Smash Bros, would like ideas.

cross-posted from: https://lemmy.world/post/22635533

Hello!

I am writing to ask for ideas from anyone of who you want to add and how they would be implemented.

There is a hobby I have of practicing my programming skills by creating open source versions of games I like to play.

For a while now, I have been really feeling the need for a GPL Super Smash Bros clone.

It would be so fun to have GNU and his family of characters (popular open source project mascots) to play as similar to how they have it in Tux Kart.

But, I am not very good with balancing and coming up with unique move sets. Could you help me out with fun ideas of what kind of fighting moves Tux and his friends might have.

If you have any special characters of your own design, then I can help after I add modding support.

The move set and control scheme will be exactly from the game this takes inspiration from (or latest version of it). This might change though, depending on what others may want.

Godot will be the game engine of course.

License will be AGPL-3.0 only! Unless there is a reason for another one.

Repository will be on codeberg.org as always

Name of Game: ??? Drop suggestions in the replies, thank you.

I am not the best developer and only really do quick prototypes, but with this information I can have a better direction of where to go. I can confidently tell you, this will not be too much of a challenge so you do not have to worry. So long as I have time to crunch, it can be made.

This posting is just for whoever may come across it so they can put their ideas out there. Development will not start immediately. I have not been able to work on anything at all recently, but will start again soon within the next few months.

I look forward to the thoughts of everyone. I very much prefer to work in Godot. Please ask as many questions as you need, I know this may not be so readable.

View original on lemmy.world
60

FOSS Smash Bros, would like ideas.

cross-posted from: https://lemmy.world/post/22635533

Hello!

I am writing to ask for ideas from anyone of who you want to add and how they would be implemented.

There is a hobby I have of practicing my programming skills by creating open source versions of games I like to play.

For a while now, I have been really feeling the need for a GPL Super Smash Bros clone.

It would be so fun to have GNU and his family of characters (popular open source project mascots) to play as similar to how they have it in Tux Kart.

But, I am not very good with balancing and coming up with unique move sets. Could you help me out with fun ideas of what kind of fighting moves Tux and his friends might have.

If you have any special characters of your own design, then I can help after I add modding support.

The move set and control scheme will be exactly from the game this takes inspiration from (or latest version of it). This might change though, depending on what others may want.

Godot will be the game engine of course.

License will be AGPL-3.0 only! Unless there is a reason for another one.

Repository will be on codeberg.org as always

Name of Game: ??? Drop suggestions in the replies, thank you.

I am not the best developer and only really do quick prototypes, but with this information I can have a better direction of where to go. I can confidently tell you, this will not be too much of a challenge so you do not have to worry. So long as I have time to crunch, it can be made.

This posting is just for whoever may come across it so they can put their ideas out there. Development will not start immediately. I have not been able to work on anything at all recently, but will start again soon within the next few months.

I look forward to the thoughts of everyone. I very much prefer to work in Godot. Please ask as many questions as you need, I know this may not be so readable.

View original on lemmy.world
68
linux_gaming·Linux GamingbyMarshReaper

FOSS Smash Bros, would like ideas.

EDIT - REPOSITORY: https://codeberg.org/MarshReaper/MegaLibreClash

Hello!

I am writing to ask for ideas from anyone of who you want to add and how they would be implemented.

There is a hobby I have of practicing my programming skills by creating open source versions of games I like to play.

For a while now, I have been really feeling the need for a GPL Super Smash Bros clone.

It would be so fun to have GNU and his family of characters (popular open source project mascots) to play as similar to how they have it in Tux Kart.

But, I am not very good with balancing and coming up with unique move sets. Could you help me out with fun ideas of what kind of fighting moves Tux and his friends might have.

If you have any special characters of your own design, then I can help after I add modding support.

The move set and control scheme will be exactly from the game this takes inspiration from (or latest version of it). This might change though, depending on what others may want.

Godot will be the game engine of course.

License will be AGPL-3.0 only! Unless there is a reason for another one.

Repository will be on codeberg.org as always

Name of Game: ??? Drop suggestions in the replies, thank you.

I am not the best developer and only really do quick prototypes, but with this information I can have a better direction of where to go. I can confidently tell you, this will not be too much of a challenge so you do not have to worry. So long as I have time to crunch, it can be made.

This posting is just for whoever may come across it so they can put their ideas out there. Development will not start immediately. I have not been able to work on anything at all recently, but will start again soon within the next few months.

I look forward to the thoughts of everyone. I very much prefer to work in Godot. Please ask as many questions as you need, I know this may not be so readable.

View original on lemmy.world
204
conlang·Constructed LanguagesbyMarshReaper

Labrung: Language Learning App

I hope this practice tool will help.

cross-posted from: https://lemmy.world/post/19732693

Hello.

Gamified Language Learning Tool in Godot 4.x

I was working on this several months ago, but decided to completely restart and try again two weeks ago. Had a lot of business to take care of so could only do a few sessions of work.

Primary reason as to why I scrapped the first project was because I could not figure out a proper "green theming" and colors for the various Android screens. What it looks like on my computer can be totally different. I had the same issue with Fruity Game.

Basically, this is an open source Duolingo styled language learning app.

You can create courses/lessons for any language you want. This includes constructed or unofficially recognized languages.

The metadata repository comes from just the very basic idea of F-Droid.

Here are some examples of metadata:

"course": {"Form basic sentences": {"lessons": [{"challenges": [...]}]}, "Order in a cafe": {...}, "Speak about family": {...}

{"comment": "", "challenges": [{"type": "choice", "inquiry": "¿Tú bebes agua?", "options": [...], "correct": [...]}]]}

The README goes more in depth on how everything is structured.

Forgive me for lack of comments within the code. I wanted to get a quick prototype out to show a friend. I will make everything more readable soon enough.

The name probably makes no sense, but I could not find anything else.

NOTE: The app currently tries to detect your system language to only download courses from that, but there is only "en_US" available.

Web and Desktop versions are planned!

As a conlang enjoyer:

CODE REPOSITORY: https://codeberg.org/MarshReaper/Labrung METADATA REPOSITORY: https://codeberg.org/MarshReaper/Labrung_CourseMetadata

View original on lemmy.world
5

Labrung: Language Learning App

Hello.

Gamified Language Learning Tool in Godot 4.x

I was working on this several months ago, but decided to completely restart and try again two weeks ago. Had a lot of business to take care of so could only do a few sessions of work.

Primary reason as to why I scrapped the first project was because I could not figure out a proper "green theming" and colors for the various Android screens. What it looks like on my computer can be totally different. I had the same issue with Fruity Game.

Basically, this is an open source Duolingo styled language learning app.

You can create courses/lessons for any language you want. This includes constructed or unofficially recognized languages.

The metadata repository comes from just the very basic idea of F-Droid.

Here are some examples of metadata:

"course": {"Form basic sentences": {"lessons": [{"challenges": [...]}]}, "Order in a cafe": {...}, "Speak about family": {...}

{"comment": "", "challenges": [{"type": "choice", "inquiry": "¿Tú bebes agua?", "options": [...], "correct": [...]}]]}

The README goes more in depth on how everything is structured.

Forgive me for lack of comments within the code. I wanted to get a quick prototype out to show a friend. I will make everything more readable soon enough.

The name probably makes no sense, but I could not find anything else.

NOTE: The app currently tries to detect your system language to only download courses from that, but there is only "en_US" available.

Web and Desktop versions are planned!

As a conlang enjoyer:

CODE REPOSITORY: https://codeberg.org/MarshReaper/Labrung METADATA REPOSITORY: https://codeberg.org/MarshReaper/Labrung_CourseMetadata

View original on lemmy.world
48

ClamAV Frontend in Godot

This might be good. Hope you enjoy what I made.

cross-posted from: https://lemmy.world/post/16356895

I hope this software is useful to those who feel they need it.

Available on codeberg: https://codeberg.org/MarshReaper/GuardianSecurityCenter/releases/latest

This is a client that makes use of the ClamAV packages available in most repositories. It is made to replace ClamTK and check that box for people wanting to use Linux.

Some features are still in development, so not for production use just yet. But, you can run a quick scan and update signatures which is basic enough for most users.

I saw a video DistroTube posted and it made me a bit confused. It was about the Kasperky being offered on Linux. If you have seen the comments you would understand.

Anyways, this had me remember people I know ask me about anti viruses on Linux. I tried ClamTK, but it is very unintuitive and has a somewhat broken workflow.

I hopped on Godot and searched for an image of a popular antivirus software. I then made the software using the pretty layout that many people are used to.

I learned some things about Godot and I hope others will too with this project. Enjoy!

Also, if anyone could help me find the best way to distribute this software that would be great! (flatpak? repos? it requires administrative privileges)

View original on lemmy.world
64

ClamAV Frontend in Godot

This might be good. Hope you enjoy what I made.

cross-posted from: https://lemmy.world/post/16356895

I hope this software is useful to those who feel they need it.

Available on codeberg: https://codeberg.org/MarshReaper/GuardianSecurityCenter/releases/latest

This is a client that makes use of the ClamAV packages available in most repositories. It is made to replace ClamTK and check that box for people wanting to use Linux.

Some features are still in development, so not for production use just yet. But, you can run a quick scan and update signatures which is basic enough for most users.

I saw a video DistroTube posted and it made me a bit confused. It was about the Kasperky being offered on Linux. If you have seen the comments you would understand.

Anyways, this had me remember people I know ask me about anti viruses on Linux. I tried ClamTK, but it is very unintuitive and has a somewhat broken workflow.

I hopped on Godot and searched for an image of a popular antivirus software. I then made the software using the pretty layout that many people are used to.

I learned some things about Godot and I hope others will too with this project. Enjoy!

Also, if anyone could help me find the best way to distribute this software that would be great! (flatpak? repos? it requires administrative privileges)

View original on lemmy.world
83

ClamAV Frontend in Godot

I hope this software is useful to those who feel they need it.

Available on codeberg: https://codeberg.org/MarshReaper/GuardianSecurityCenter/releases/latest

This is a client that makes use of the ClamAV packages available in most repositories. It is made to replace ClamTK and check that box for people wanting to use Linux.

Some features are still in development, so not for production use just yet. But, you can run a quick scan and update signatures which is basic enough for most users.

I saw a video DistroTube posted and it made me a bit confused. It was about the Kasperky being offered on Linux. If you have seen the comments you would understand.

Anyways, this had me remember people I know ask me about anti viruses on Linux. I tried ClamTK, but it is very unintuitive and has a somewhat broken workflow.

I hopped on Godot and searched for an image of a popular antivirus software. I then made the software using the pretty layout that many people are used to.

I learned some things about Godot and I hope others will too with this project. Enjoy!

Also, if anyone could help me find the best way to distribute this software that would be great! (flatpak? repos? it requires administrative privileges)

View original on lemmy.world
64

WebSocket not receiving anymore updates after initial connection

Godot web socket client is not receiving anymore updates from Revolt web socket server (https://developers.revolt.chat/stack/bonfire/establishing) after first data is received

first data is an Authentication success message:

{
  "type": "Authenticated"
}

This success message comes when a successful token is received.

Since there are no updates and you cannot send any data after initial connection (data_received never called again, so put_packet() not working apparently), the token will have to be in query parameters:

wss://ws.revolt.chat/?version=1&format=json&token={token}

in order to even receive that success message.

An issue relating to web sockets was opened: https://github.com/godotengine/godot/issues/27560

The user claims that one of the headers causes the connection to cease.

The problem header is Connection: close, Upgrade

    GET / HTTP/1.1
    Pragma: no-cache
    Cache-Control: no-cache
    Host: echo.websocket.org
    Upgrade: websocket
    Connection: close, Upgrade
    Sec-WebSocket-Key: HKWU1xOVV6PP6HXjcIWMDQ==
    Sec-WebSocket-Version: 13

    HTTP/1.1 101 Web Socket Protocol Handshake
    Connection: Upgrade
    Date: Sun, 31 Mar 2019 19:09:01 GMT
    Sec-WebSocket-Accept: 0IHc3riAKJz52YmkLVcWrDHvaYs=
    Server: Kaazing Gateway
    Upgrade: websocket

IMPORTANT!!

What SHOULD happen and what happens on other clients like websocketking, piehost, or this one is receiving a READY update

the big issue:

connect_to_url() is the only thing that sends data or the connection closes or a protocol error

It would be of great help if anyone could give any little piece of knowledge or suggestion on this. code

WebSocket not receiving anymore updates after initial connectionhttps://codeberg.org/MarshReaper/GodotRevolt/src/branch/main/src/DESKTOP/scenes/Websocket.gdOpen linkView original on lemmy.world
14

Terrain for Godot 3.x

My previous post on figuring out a terrain implementation is here: https://lemmy.world/post/8540418

Terrain Project ^codeberg^

Player Controller used is also available ^codeberg^

I was quite upset for a long while that I could not figure out how to optimize my terrain systems. This I have now figured out.

What I am working on is three different processed terrain components:

  • Topology Data (TPD) # 3D Positions of where each terrain point/node should be
  • Texture Data (TXD) # Which texture each terrain point uses
  • Special Data (SPD) # Special data for specific terrain points

I have finished rendering a multimesh of the topology data and it runs smoothly on my rather old computer just as I need for all my games.

The problem of mapping a collision system to the multimesh was something that I did not like attempting to solve on my previous tests from last year. I have found a solution. I misunderstood what was causing the lag and assumed collisionshapes could cause as much fps drop as meshinstances.

This system is built to load in separate parts.

  • Generate terrain if necessary
  • Chunk terrain data
  • Render multimesh
  • Instance collisionshapes for individual terrain points

My next step is either of the following:

  • Connect vertex points for smooth terrain
  • Create python script (or godot software) for heightmap editing and creation
  • Figure out generation of single texture image to blanket over multimesh

I do intend to make this terrain destructible. I decided some at least four months ago that I would only render the terrain if an update signal was pushed either from a multiplayer server or the client side.

I will create a terrain editor for the engine sometime but that is not on the main plan. Height map conversion to TPD format will come first. Caves and underground are completely possible as well of course with the most recent commit.

This development will give me a huge step forward in all of my projects as many of them require this sort of terrain system. Also I was too lazy to figure out that one terrain plugin I suppose.

View original on lemmy.world
28

[Q] Optimized Terrain

Hello Everyone! I apologize if this post isn't as organized as it should be.

Every now and then I try my hand at making a 3D terrain system for my game. It's typically a gdscript that reads coordinates in a json, dict, array, etc and then instances each point as a terrain node/tile (so I can dynamically change each tile). The primary issue I run into is lag with reading this data over and over causing lag and the many instances of nodes themselves potentially causing lag.

I have successfully implemented a render distance before, which I believe fixed the instance count (IRC works good for max 5k objects). The issue that I believe stopped me was the lag from looping over an extremely long dictionary every second (or less). The looping was so when the player moved, it rendered a new group of tiles based on the player location.

It took a long time to ask someone else for help with this because I didn't keep track of my small terrain test projects. I do not have any examples of what I've done before at the moment, so take this as someone asking for help on finding and setting up an easily managable 3D terrain system for Godot 3.5.x.

View original on lemmy.world
9

[DEV] Yes, Multiplayer.

This is a quick post. Working on multiplayer.

Initial Test: 51638ff2a8

Dedicated Server (headless)

How to try it out?

  1. download and open latest gotink source
  2. download and run (in terminal) dedicated server binary (or compile manually for better security)
  3. go to multiplayer and connect
  4. go to singleplayer and load a map

There are no synced physics at the moment.

Only position and rotation are sent to server and spit back out to all the other clients to work with.

Considering having physics calculated on client side.

How will accounts work in the future? Think of Project Zomboid or Minetest. A simple username and password will suffice, and be stored differently for each hosted server. Please use strong passwords.

P2P will be available in due time.

Just looking to play the latest stable version?

Play Now! Source Code!

I understand that developing multiplayer games can be difficult. If you believe I may be able to lend any advice or experience, do not hesitate to contact me for help.

View original on lemmy.world
7

RISC-V hardware ready for daily driving?

This is a simple request for information regarding the current viability of RISC-V hardware out in the market and others experience with performance and stability.

I have done minimal online searching before posting here, but I would like to hear the present opinions of everyone. I am not a super computer guy, so I don't quite understand the current ability of Lichee Pi and VisionFive other than having capability for 8gb and above 1.0 GHz.

Somewhat paranoid as to what my intel cpu is doing right now, so I have had RISC-V on my mind for a few years. I have never had the most advanced computers and the highest graphics in games I play would be SuperTuxKart or GMOD.

I just got an i7 for a cheap bundle and it amazed me. On an Intel Architecture scale, what would be the highest comparison of latest hardware taking advantage of RISC-V without the suspicious backdoors and proprietary nonsense.

I have seen ExplainingComputers run applications I use. From what I've seen, it just looks like any old laptop performance I'd pick up on ebay. Is this the time to switch? What are your predictions on consumer hardware for the next decade in relation to RISC-V?

I use Godot 3.5.2 to develop games for x86_64, can I just open that with some compatibility system?

Feel free to bash me for not finding a search result that was plain as day. It happens sometimes.

View original on lemmy.world
106

[RELEASE] v1.0.0b GoTink BETA PUSH!

It's been far too long. I got busy with other responsibilities. I could say that, but I really only needed to do a few updates to push to beta and I slacked.

Not like anyone was waiting though, but I could have had made an impact in another timeline.

Anyways, I forgot my workflow and what I updated.

Here's what I did not do compared to what I said would be in beta push:

  • Remove description from addons grid and possibly make grid item larger (there in the source, but haven't figured out proper design)
  • Download size for addon (technically there but you gotta start downloading)
  • Delete addon button (could not figure it out, many errors and crashes)

I need to develop a better file server. I should probably start with Godot as I was going to. Did my way of writing change? My sentences feel very short.

The file server I will make shall have API for requesting information! It shall be easy to use and upload to. Oh! I should make a web client for it as well!

I keep clicking the map icons thinking they would do anything. I will add functionality soon.

The official addons server has been shutdown to save on funds. MAKE SURE YOU HAVE THE LATEST ADDONS available here. I will be updating more soon.

Play Now! Source Code!

62f7b4ae1a

View original on lemmy.world
3

[DEV] Status Update - Beta Release News

Hello everyone, I apologize for the lack of recent updates. We will be bumping into the beta after the following requirements have been met:

  • Remove description from addons grid and possibly make grid item larger
  • Download size for addon (optional requirement)
  • "X addons have been disabled due to game version" notification
  • Delete addon button
  • Custom addon server setting
  • Map icons
  • List of addon files
  • Addon Previews Images (no preview available placeholder)
  • Addons are updated
  • Change addon_id from hash to simple author_addonname (before hash)

So basically, beta is next release and commit!

Additionally, I will be developing several new addons and additions to some to create a variety to choose from. Some ideas are listed below:

  • Bananas
  • Destructable Cars
  • Tyrannosaurus AI (very cool, it just runs around eating players)
  • Nextbot
  • Zombies or Monsters
  • A bunch of random props
  • Giant (big) City map
  • Village Map
  • Playermodels
  • Content from my other games (wasteland frontier, funbio, etc)

The first multiplayer "game mode" - an entity usually placed in a map that automatically sets off fun events - will be Trash Compactor, a game mode that is extremely inactive but I would love to play again. Some others may be the classic Prop Hunt, Murder, Zombie Survival, DarkRP, etc. Of course, Sandbox has already been created as it is just the base game.

Note: I have been making the game off of memory, but started playing Garry's Mod once again. While it's not as active as it used to be, it is very entertaining with friends! Also, I have noticed that in Garry's Mod, the physics gun picks up from where the mouse was positioned. You'll know it when you see and compare.

Check for more information in the comments if I have forgotten.

The current in-dev version is v2.8.1a

Click here to play the current "stable" public release!

If you would like to play the current in-dev version of GoTink, check out the Godot project source code!

View original on lemmy.world
1

[UPDATE] v2.7.0a You can now download mods from addon servers

2ee9da00a1

This is a proud day.

We have finally implemented a quick and easy solution to getting into gameplay!

There is now an official addon server and addon downloading.

Expect a release after some extra improvements are added.

Notes:

  • setting for changing addon server coming soon
  • probably some other changes that happened between days
  • accidently left in a somewhat large (9mb) file in the commit history, will figure out how to purge later down the line (please help)... the actual repo size should be at most 6mb but several large files found their way in during its history :(

Click here to play the current "stable" public release!

If you would like to play the current in-dev version of GoTink, check out the Godot project source code!

View original on lemmy.world
2

[DEV] Addons Server + Online Server

This is not an update to the game, but of progress. I have decided to purchase a VPS and will be using it for testing servers.

Actually renting/owning a server brings us one step closer to multiplayer capability and the main aspect of a fun physics sandbox.

If there are no addons, no one would play. If there is no one playing, no addons will be made.

View original on lemmy.world
1

[UPDATE] v2.6.0a Props now spawn facing + gravity gun + entities + weapons + more

e5bcd9091d 902e25db9a

Now we are closer to weapons.

There are also entities now. Entities are interactable nodes/objects specifically designated to be so. Entities can be either RigidBody or StaticBody. They are activated on user interact input but also are allowed to have a startup script (_ready func). Entities are meant to store data for later use and to run scripts.

Props are not supposed to have scripts so that is what separates them.

Examples of entities may be:

  • Light switches
  • Terminals
  • Money printers
  • Gamemodes
  • Pickups
  • Turrets

Weapons are anything equippable (be it player or NPC). Weapons are simply items that work only when it is equipped.

Examples of weapons may be:

  • Physics gun
  • Gravity gun
  • Hands
  • Pistol
  • Grenade (before entity)
  • Key
  • Food
  • Medkit

There are some flaws in the recent pushed code that are to be addressed at a later time. They work performance wise and do not cause any bugs, but I know they can most definitely be improved by a helpful pull request. They are just not of the major concern right now.

About to bump to beta! A lot basic features have been added and I would like to start working on the repo issues any feature creeping begins.

Some things to look forward to in coming Beta releases:

  • New Theme
  • More Settings
  • Addon Downloads and Servers
  • Vehicles (maybe alpha)
  • NPCs
  • Toolgun
  • Audio
  • Multiplayer (local and online)
  • Much More!

Click here to play the current "stable" public release!

If you would like to play the current in-dev version of GoTink, check out the Godot project source code!

View original on lemmy.world
1

GoTink Flatpak Distribution Thread

I am still considering Flatpak or not as they only have a github repository. I do not want to touch anything proprietary like that. Also all my alias email github accounts keep getting terminated.

Another option would be to have a flatpak repo for all of my games hosted on codeberg or a VPS.

In this thread, we will discuss how the creation of the flatpak and how it should be distribution.

View original on lemmy.world
2