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Writer's note: I really don't think this is good for the docs as-is. I heard some people complain about reading difficulty when I updated the music docs and honestly I'm better at essays than I am instruction manuals.
Please feel free to reinterpret this information in a way that makes it easier to read, or feel free to tell me that somebody already did this work.
Instruments
Channels 1 and 2
1 33% Pulse
2 Square
Each instrument in the template is named. This document describes each instrument's sound in more detail. These descriptions are to indicate the sound heard or the sound seen in waveform analysis, not based on how these sounds are produced.
MilkyTracker List (Base 16):
Channels 1 and 2 (Pulse Channels)
1 25%
2 Square
3 75%
4 12.5%
//example:
ffmpeg -loop 1 -i img.jpg -i audio.wav -c:v libx264 -c:a aac -b:a 192k -shortest out.mp4
//Run ffmpeg, loop 1 image, -i image, -i audio, -c:v video codec, -c:a audio codec, -b:a audio bitrate, make the video as long as the audio, out = filename output
//use "" and forward slashes to denote the location of the input/output files
ffmpeg -framerate 24 -loop 1 -i "C:/Users/Ember/Videos/ffmpeg/images/14days.png" -i "C:/Users/Ember/Videos/ffmpeg/audio/01.wav" -c:v libx264 -c:a aac -b:a 192k -shortest "C:/Users/Ember/Videos/ffmpeg/01.mp4"
ffmpeg -framerate 24 -loop 1 -i "C:/Users/Ember/Videos/ffmpeg/images/14days.png" -i "C:/Users/Ember/Videos/ffmpeg/audio/02.wav" -c:v libx264 -c:a aac -b:a 192k -pix_fmt yuv420p -shortest "C:/Users/Ember/Videos/ffmpeg/02.mp4"
audiolist:
@DeerTears
DeerTears / Timestamp.gd
Created August 15, 2020 03:19
time-handling singleton for Godot
extends Node
var start_time = OS.get_ticks_msec()
func reset_time():
start_time = OS.get_ticks_msec()
func get_time() -> int:
return (OS.get_ticks_msec() - start_time)
title draft next nextTitle
Scripting Events
false
/docs/custom-events
Custom Events

Scripting events allow you to control parts of your game based on interactions from the player. They can be used to connect scenes together, change variables, give dialogue to characters, and more.

Scripts can be added to scenes, actors, or triggers. Selecting one of these objects will update the World Editor to show the script of the selected object in the Editor Sidebar.

title draft next nextTitle
Scenes
false
/docs/player
The Player

A scene is a single screen of your game, it can contain multiple actors and triggers. Your game will typically be made up of many scenes connected together with triggers using the Change Scene event.

Adding a Scene

  • Actor: Store Direction In Variable
    Store the current direction of an actor into a variable.

    Direction Number
    Down 1
    Right 2
    Up 3
    Left 4
You can include images by adding them to the folder static/img/ and then you can include them by adding a HTML tag to your content.
https://github.com/chrismaltby/gb-studio-site/tree/develop/static/img/screenshots
https://github.com/chrismaltby/gb-studio-site/tree/develop/static/img/events
e.g.
If you added an image as static/img/screenshots/actor-limits.png you would be able to include it in a page like this
<img title="New Project" src="/img/screenshots/actor-limits.png" width="812">
The width is optional as the image will scale to full width if you don't provide it, I just set it manually on a few images when I know the exact size I want to images to appear.

My changelog:

As I write this, I realize how simple the other documentation is compared to the music page. It's not a problem, it's just...interesting.

Renamed "Important Limitations" to "GBT Player's Channel Limitations"

Reordered Effects to be in order of "Note Effects" followed by "Command Effects"

Going off of how rulz explained these effects, I added this distinction to describe the sole rule that Channel 3 has about its effect limits. Previously we thought that Channel 3 was incapable of any effects other than 0xy, E8x, ECx and Cxx. The previous documentation even forgot to include that Channel 3 can use effect Cxx.

@DeerTears
DeerTears / maybe update editor properties.gd
Created January 11, 2021 04:52
figuring out how to actually update the editor properties in real time when changed by another property. animated sliders in tool scripts, if you will.
# https://docs.godotengine.org/en/stable/classes/class_object.html#method-descriptions
property_list_changed_notify()
# Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
# might not do what i want