Ako
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akoyaps.bsky.social
Ako
@akoyaps.bsky.social
I like trains and I make games.
Day 205 - working on the function to check if a block can be placed anywhere and I think it's working? Almost certainly not the most efficient, but if it works it works.

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December 20, 2025 at 6:28 PM
Day 204 - the game is playable (kind of)! You can now place blocks, and when you fill a column or row, the line clears. I

Next I want to add something that checks if the next block can be placed and if not, ends the round. Also will need to add score.

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December 19, 2025 at 6:59 PM
Day 201 - did some neat maths to assign columns and rows to the grid. I had to look up the modulo part to ensure my idea was right and it made me feel like a wizard when it worked! These two functions are called inside the for loop that constructs the grid

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December 16, 2025 at 9:05 PM
DAY 200!!!
To celebrate I made a little test scene to show off the new blocks. Made up of 'cubes' these not only look better, but also will support line clearing leaving block fragments. Really happy with how they turned out.

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December 16, 2025 at 12:05 AM
Day 199 - made some more blocks, and it's working nicely. I'm not quite sure what the win condition is. I do want a tetris style erasing when a full line is completed but I'm not sure how to manage the block fragments from something like that.

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December 14, 2025 at 11:10 PM
Day 198 - I started making a dictionary to store the block info so I don't have to manually make each block its own scene; I can just instantiate a template block and set the variables. So here block id 1 is a vertical two block with the texture line2.svg.

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December 14, 2025 at 2:47 AM
Day 197 - It needed a little more finagling and debugging than I expected but the blocks can no longer be placed on top of each other. Next I need to test larger/more complex blocks then it's onto the win/lose conditions!

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December 12, 2025 at 11:23 PM
Day 196 - finished the edge detection piece so now you can't drop blocks along the top or side edges. Next I need to actually add in the checker for dropping the blocks so you can't drop onto a slot that already has a block in it.

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December 12, 2025 at 2:24 AM
Day 195 - I redid the slot detection to be on the block itself. now the block will only activate the slots directly under it. I also added in snapping and some basic sound effects but I forgot to turn on sound in the recording, so you'll have to wait lol

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December 10, 2025 at 3:56 PM
Day 194 - pretty colors. each slot can now tell if it is under a block. I think it would be better to have the block tell the slot if it is under, since as you can see in the clip you can have multiple slots under the block.

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December 9, 2025 at 8:41 PM
Day 193 - hmm. maybe node2d is the way to go...

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December 6, 2025 at 2:56 AM
Day 192 - definitely was in a rut, starting a mini project to remake one of those block puzzle games. Not sure how to approach the grid snapping tbh but here's what I have so far.

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December 5, 2025 at 4:08 AM
Day 188 - a little bit of movement!

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November 26, 2025 at 8:07 PM
Day 186 - Making good progress, the card scene is done (for now), all hooked up to the unit stats so the cards auto populate all of the info and visuals when created. Next up is drawing cards into a player hand.

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November 25, 2025 at 4:49 AM
Day 185 - still working on transferring the card system, having to change a bit. So far so good. Instead I'll share this small chart I made to visualize how the targeting code will work for spells - Check for target type, target amount, target group(s).

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November 23, 2025 at 7:51 PM
Day 183 - setting up the state machine for the cards. Running into this weird error. I didn't have this error in the other project I used this in so not sure what's going on there.

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November 22, 2025 at 4:07 AM
Day 182 - Did a bit more with the card to see what it looks like with the fade in. I really like it and I think once I have actual art it will be really cool!

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November 20, 2025 at 10:46 PM
Day 181 - Started mocking up the card look. This is very generic (still using the course art) but it's in the right direction. I want the cards to be art heavy, with a pop out that includes the stats on hover.

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November 19, 2025 at 2:57 PM
Day 176 - Look at them go! targeting, navigating, and attacking all working nicely.

Now I've caught up with the most recent lesson, I guess I'll do some tinkering until the next one.

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October 29, 2025 at 11:01 PM
Day 173 - more prep work for battling (S2E7). Clip below is a sandbox environment to test out some targeting things.

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October 27, 2025 at 1:25 AM
Day 172 - IT'S ALIVE!! Finite State Machine has been constructed (S2E6), and look at him go!

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October 26, 2025 at 3:37 AM
Day 169 - Just finished S2E3, we made some animations and did some prep work for battling!

Here's the "walk" animation :D love it

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October 22, 2025 at 2:06 PM
Day 168 - unfortunately ran into an apparent bug with the TileMapLayer which has halted my progress. It is looking for tiles outside of the TileSet and I can't figure out how to stop it.
I replaced the TileSet and manually set the tiles but no dice.

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October 21, 2025 at 1:09 PM
Day 167 - Starting Season 2 of the course, starting with some bug fixing. If you lined up units like this the health bars would be under the unit above, so I increased the z index for the unit UI. I also changed it to mouse:ignore to get the unit behind.

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October 20, 2025 at 1:54 PM
Day 165 - I spent today's limited time working on replacing the rarity match statement. Thanks to @caaz.me and @polson.dev for offering suggestions!
There's still much to improve but this is already more resilient than before.

(also today is light mode~)

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October 18, 2025 at 10:00 PM