Thanks Google

This all started when I got the following email from Google Play

After a quick check I found there was not current way to export an Android app from Godot 2.1.X to make a 64bit version of it. That was going to be a problem. Luckily for me Godot released a RC for version 2.1.6. This update, among other things, was going to allow the export to a 64bit app. I had figures since it was an RC I would wait. The release timing for most of these versions had seemed to be a little over a week. Cut to weeks later and there was still no production release.

I thought the best course at that point would be to use the RC and get the app up there. So I downloaded the RC, put the export templates in there, configured the engine and uploaded my APK. Cut to V1.2 release.

Wouldn’t you know it that a mere day, nay, hours after my update went live, Godot releases the Stable Client for 2.1.6. After some fighting with myself I downloaded that, compiled it all again, and uploaded 1.2.1 of LightsOut! This time I was able to target API 28 for Android which is another new requirement.

I am happy to report that v1.2.1 is live and will continue to be in the play store for a while, I hope. I am not sure how much longer Godot will support the 2.1.X branch of the engine, so maybe I need to look into moving the code to version 3.1.X

LightsOut! Was A Dumpster Fire

While this whole process was going down, I decided to investigate the code and see how much I have learned since I started this whole process of using Godot. I want to preface this with the reminder that I am 100% a rookie when it comes to writing code, and half the time I don’t know what I am doing.

The code for LightsOut! Is a dumpster fire. There is no doubt in my mind that it is fundamentally broken, and I am honestly surprised it works at all. A lot of the calls in the code are worthless or don’t need to be made. I didn’t store objects correctly so I could stop the number of times Godot had to look for a node. The logic in the game is a hack job and a half.

This is 100% something I would love to go back to, but re-write from the ground up, since trying to fix the code from 2.1.6 seems worthless. Maybe I will open it up for others to help me and get some ideas on how to make it better in the future.

I would love to get some high score things working, even if it is a simple site that stores the data and calls for the data. I have ideas on how to get it working, just need to find time to build it all.

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Medium At Work

I made a few small changes to the game the other day, and I cleaned up a lot of the code. I had been looking up some other systems that I wanted to include as well which I will outline below.

Saving and Loading

The game now has a basic save and load function that runs in the background without the need for player interaction. When a player completes a level the system will check if this level is the highest completed, open the new level and save the game.

When they load the game again it will read the save file before anything else, and the dynamic level select screen will open the right levels before the user even notices anything.

Level Select

The whole menu has an overhaul now, and shows the correct levels and numbers. I am still working on button sizes, but the test level is no longer listed.

Changelog

v0.1.3.2:

  • Save and Load added
  • Level Select Menu Updated

v0.1.3.1:

  • Added music volume slider
  • Refactored vehicle spawn

v0.1.3:

  • Fixed Crash/Win Menu from not being in front of everything
  • Refactored a lot of code to clean it and make it more uniform
  • Fixed the restart level button to reload the scene
  • Added const to each level to give it a number
  • Updated Trello with new cards

v0.1.2:

  • Added new font to game
  • Add title screen and level select
  • Added new vehicles including Cop Car
  • Added Crash and Win Screen
  • Added Level 1 to game for testing
  • Updated artwork for roads and added new tiles to tilemap
  • BUG: Crash/Win Screen rendered in wrong layer

v0.1.1:

  • Switching to 2D

v0.1:

  • Game created
  • Thoughts on paper

Roadmap

Basic game working - End of July?

Small Update

Just a small update / thought today. I think I have been over thinking this whole game. The idea was to make a simple game and push it out to people. I have that game almost there, I just need to add a few more cars, iron out some breaking bugs, and polish it a little bit and I think I have something.

Changelog

v0.1.3.1:

  • Added music volume slider
  • Refactored vehicle spawn

v0.1.3:

  • Fixed Crash/Win Menu from not being in front of everything
  • Refactored a lot of code to clean it and make it more uniform
  • Fixed the restart level button to reload the scene
  • Added const to each level to give it a number
  • Updated Trello with new cards

v0.1.2:

  • Added new font to game
  • Add title screen and level select
  • Added new vehicles including Cop Car
  • Added Crash and Win Screen
  • Added Level 1 to game for testing
  • Updated artwork for roads and added new tiles to tilemap
  • BUG: Crash/Win Screen rendered in wrong layer

v0.1.1:

  • Switching to 2D

v0.1:

  • Game created
  • Thoughts on paper

Roadmap

Basic game working - End of July?

Working On Test Items

I know I have not posted an update to this for a while and there is good reason for that. I have been working on other projects, as well as small test cases for this game. I know it is not the best thing to be working on since I have a large backlog of items I really need to go through, but I really feel like I needed a break.

I dumped a large amount of time into this game when I first started making it and I got burnt out super quick.

I Am Slacking

I am hitting a point where the game is taking great shape, but there are bugs or features that I don’t want to work on because to me they don’t seem as much fun. I am still trying to power through it all, and I have a basic roadmap on Trello for what the current needs are. I just need to really stick to it. I am still looking for an artist to help me out, that hasn’t changed…