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Adventures in Map Zooming, Part 3: Implementation

Grid Sage Games

If you recall, for my initial Cogmind map zoom demo upon adding Quad support to REX, all I did was change one thing in the game: the map font size. To zoom text we’d need yet another type of glyph size, one that like the doubling of map tiles for quads (2×1 to 4×2) instead doubles text/base cell size (1×1 to 2×2!).

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Maintenance release: Godot 2.1.3

Mircosoft Game Dev

A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. Nodes: Add modulate (color) to TileSet tiles. It might also crash on some projects, it was only tested on simple demos so far. exporter to Godot 3.0

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D20 RPG – Positional Awareness

The Liquid Fire

As a side benefit, you can look at the script in the inspector and see the Entity’s id which may be useful for a variety of debugging purposes. Demo Play the game until you reach the Encounter. Entity View A very simple way to get an associated Entity for any given GameObject is to create a Component to hold that data.

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Getting started with HaxeFlixel in 2021

Radiator Blog

Then as you come across more complicated problems, you'll want to browse the very helpful Demos , each with a link to its full source code on GitHub. However, it has been designed for a fairly specific use case: tile-based pixel art platformers. but the workflow here is really unclear to me.

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Godot Tactics RPG – 06. Anchored UI

The Liquid Fire

Next Create another child of ParentPanel of the type Label named “AnchorInfo” We’ll put some debug info in this to also aid in understanding what is going on. This value is based on the stretch of our tile, plus any offset. These will help us visualize exactly what anchor points are lining up to. Size is similar.