• 1 Post
  • 6 Comments
Joined 1 year ago
cake
Cake day: November 20th, 2024

help-circle
  • I did have this music bookmarked (6 1/2 hours of Commodore 64 SID Music) despite no direct connection/nostalgia to the C64. It just has something better than other retro music.

    So how do I make my own SID tunes?

    In most cases, you will need access to either a real C64 or a C64 emulator such as CCS64 or VICE. Ideally it is preferred that you actually compose on the real thing

    I’d prefer pure midi (for use in a game engine like Godot, midi players are a fun idea too), anything where the soundfonts are free and not too big. Far down on the list for me though, and I’d probably need to lean on public domain midi files at first anyway.


  • Interesting.

    Some of my thinking was also an unsplit svg atlas wouldn’t work because the entire tilemap would be re-rendered (unless Godot handles the split). Though I guess even a multi-object/layer approach is probably easy with some sort of grid multi-export (to get individual tiles).

    I don’t know if it’s just the video or texture filtering (or maybe non-integer scaling?) or what but there is a bit of pixel shimmer/wobble there. I am really particular about it so may still prefer 2D or 3D polygons.


  • proper SVG support

    How proper?

    <Microscope-level zoom with svg tilemap> or <real-time scaling/skewing objects> without performance issues? Or only simple usage via svgtexture?

    I would be fine with the mesh rendering approach too, though for full control*: polygonal SVGs made via Inkscape probably don’t outweigh just creating polygons via Godot** itself (allowing in-engine animation, multi-node editing) for me.

    * if curves are approximated, I’ll not use those and instead go for aesthetic** and minimalism.

    ** or, 3D (probably via Blender) already supports that better with vertex colors (texture need not be applied) plus more flexibility in materials/shaders.



  • I am not sure I got the first issue, you can rotate each tile individually before placing them.

    That’s the issue. I don’t want a sideways room tile, and for pure cube tiles rotation is only an annoyance.

    based on any provided 2d shape would do that. We can find a way to make them fit in a grid with some roundings

    Sure. I guess this would work but I dislike how custom of a solution that seems to be for what I’d say is general usage.

    I just want bitwise calculation 1x1x1 to 8x8x8, so I can place down a chonky arena wall (8x8x2) in the same grid as a hallway (1x2x1) etc without risk of double-occupying cells. The only time I’d want that is for non-block models that are designed to occupy the same space (different types of wall decorations).

    Autotiling would be nice, but that’s a step up. Similarly, cell types like on_wall, on_floor, and on_ceiling (and in_air/not_on_floor?) could (if their cell type is empty) allow autorotated placement (similar to the raycast placement added not long ago).

    These are the sorts of thing that would go in a proposal, possibly someone has already made these suggestions. If not, I am sure someone else would have better results writing it that myself. EDIT: proposal 1713


  • What I’m missing here is the ability to restrict rotation. Some cell types you will only want 1 rotation, some not at all (or maybe some other type state flipping/change rather than a different cell type). Especially if this could be done via Blender node name.

    Also would be nice if multiple sizes of cells (like 1x2) were detected properly (both 1x2 gridmap or cells that can overlap are not ideal). I was already planning on smaller gridmap(s) for obstacles/room-decoration etc but I assume populated cells from other gridmaps is not something taken into account there either (unless you manually do something with a script).

    I have also had issues with grid placement (offset) I assume because of origin. I had it working with a nice placement scene but ran into an issue when I had to remake the gridmap (because data loss, and yes I probably did something different), I ended up fixing it by putting all tiles in the center instead. Really annoying to fix that when I need to import the .glb and then export an unchanged scene to the meshlib.