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John Poje

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A member registered Sep 13, 2019 · View creator page →

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Looking at the jam submissions thus far, they're all playable in a browser. I'm not sure if I want to make a web client. It's certainly possible, Godot has various web export options, but it makes asset loading complicated for a reusable, general-purpose client.

Executable SOUPs build rooms and nights based on whatever folders are available in the filesystem, regardless of their names. A web client can't browse like that if it's going to work as an Itch upload. It would have to know the paths of all rooms ahead of time.

Maybe it's possible to inject assets into a Godot project after it's been compiled for web?

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I've started working on building a Soup engine/client/bowl/whatchamacallit in Godot 4, and I wanted to take note of some surprising things I've discovered along the way, both for my sake and anyone else attempting such a project. My goal is something simple like SOAP SOUP and SOUP ROOMS (i.e. all image based, four walls and a center art), but with some UI niceties for volume, room selection, and room editing.

First up, while there's a lot of support for sprite animation in 2D, there are no built-in solutions for animated textures in UI. This is obnoxious, but probably easy to work around with a script.

Second... there are a couple options for drawing the room boxes. It would be nice to use either CSGBox or a MeshInstance3D with a Box mesh, but neither of these allow for different textures to be applied to different faces. What I'm currently doing is 6 different MeshInstance3D's with Planes, but that means I have to resize and position them individually.

Third, billboard sprites (this is for the art and mini) can either be centered in both X and Y axes, or neither. When both are centered, the sprite is sunk halfway into the floor; when neither are centered, the image is off-center. I want it to only be X centered, which I guess means moving it by half its width, but my gut says this may cause problems when allowing the art to be scaled. There's a couple solutions for scaling, too: either the Transform scale, or SpriteBase3D lets the pixel scale be changed.

If I run across other surprises, I'll add them to this thread.

Yep! Vg vaibyirf zber oybpx chfuvat.

The instructions don’t mean the literal Left and Right arrow keys, but the attempt to move either left or right (using WASD or arrows). Being horizontally locked in a screw is intended. Hope that helps!

This is charming!

The note at the end of faux-Teledahn accidentally called it D’ni rather than Deni, btw.