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DeerTears / blank_project_with_8_sprite_palettes.gbsproj
Created July 4, 2022 04:49
May still make some changes to standardize names/ids ("Default Sprites 1" or "Default Sprite 1"?) and improve colours to lend themselves better to prototyping and stylization.
{
"name": "___PROJECT_NAME___",
"author": "___AUTHOR___",
"_version": "3.0.0",
"_release": "1",
"scenes": [],
"backgrounds": [
{
"id": "1e5f9d6a-bdbc-43e6-8c34-22f5bb5dea05",
"name": "placeholder",
@DeerTears
DeerTears / blank_template_with_8_default_sprite_palettes.gbsproj
Created July 4, 2022 04:26
Here is my attempt at giving unique sprite palettes to the blank template project. This will load, but there's still an unused "Default Sprites" palette that shows up. Load it by making a new empty project, closing the project, copy/pasting this file into the directory with the same filename, and re-opening the project. --- Sprite palettes are r…
{
"name": "___PROJECT_NAME___",
"author": "___AUTHOR___",
"_version": "3.0.0",
"_release": "1",
"scenes": [],
"backgrounds": [
{
"id": "1e5f9d6a-bdbc-43e6-8c34-22f5bb5dea05",
"name": "placeholder",
0 0 0
0 0 1
0 1 0
1 1 0
1 0 0
1 0 1
0 1 1
1 1 1

Written by Emberlynn Bland.

How to alter GBT Player Banks for Channel 3

It is highly recomended you read the music documentation before continuing.

GBT Player can be compiled to use a different set of 8 pre-determined waveforms for Channel 3, compared to the defaults that are mentioned in the music docs. This lets you edit all 8 waveforms for Channel 3 on a per-game basis. These 8 waveforms can not be swapped-out during gameplay.

After using Engine Eject (2.0.0 and above) the file gbt_player_bank1.s can be found inside of assets/engine/src/core. Lines 40 to 47 contain sets of nibbles that determine the waveform shape for each of Channel 3's instruments.

DeerTears Fork of Notepad++ userstyle for Godot's GDScript

I fixed a lot of stuff but it's not perfect. Saw this old userstyle floating around for like a year before I decided to try messing with it more.

Roadmap

  • Get all functions to highlight correctly
  • Try to implement parts of the GD-utils functions for autocomplete
  • Attempt to PR this to Notepad++'s official repo
  • Have fun
Uncaught Error: EPERM: operation not permitted, rename 'C:/Users/Ember/Gamedev/GB Studio/Projects/LetsDebug3.0/assets/music/song_template 1.uge.new' -> 'C:/Users/Ember/Gamedev/GB Studio/Projects/LetsDebug3.0/assets/music/song_template 1.uge'
internal/fs/utils.js:L220C:5
Error: EPERM: operation not permitted, rename 'C:/Users/Ember/Gamedev/GB Studio/Projects/LetsDebug3.0/assets/music/song_template.uge.new' -> 'C:/Users/Ember/Gamedev/GB Studio/Projects/LetsDebug3.0/assets/music/song_template.uge'
at Object.renameSync (fs.js:643:3)
at file:///C:/Users/Ember/Gamedev/GB%20Studio/3.0/GB%20Studio-win32-x64/resources/app.asar/.webpack/renderer/main_window/index.js:41851:18
at file:///C:/Users/Ember/Gamedev/GB%20Studio/3.0/GB%20Studio-win32-x64/resources/app.asar/.webpack/renderer/main_window/index.js:41796:70
at file:///C:/Users/Ember/Gamedev/GB%20Studio/3.0/GB%20Studio-win32-x64/resources/app.asar/.webpack/renderer/main_window/index.js:14505:14
at FSReqCallback.oncomplete (fs.js:146:23)
@DeerTears
DeerTears / is_polygons_completely_overlapping.gd
Created November 16, 2021 03:32
code by me. CC0. I'm the bestest at naming functions :)
extends Node
func _ready():
$Timer.connect("timeout", self, "_on_timer_timeout")
func _on_timer_timeout() -> void:
if is_polygons_completely_overlapping(
offset_polygon($Small.polygon, $Small.position),
offset_polygon($Large.polygon, $Large.position)
):
@DeerTears
DeerTears / godot_arc_sky.glsl
Created October 12, 2021 22:28
pretty skybox shader for panorama sky usage
shader_type canvas_item;
uniform vec4 top: hint_color = vec4(0.0, 0.05, 0.15, 1.0);
uniform vec4 bottom: hint_color = vec4(0.0, 0.49, 0.88, 1.0);
uniform vec4 circle_top: hint_color = vec4(0.27, 0.24, 0.9, 1.0);
uniform vec4 circle_bottom: hint_color = vec4(1.0, 0.56, 0.35, 1.0);
uniform float horizon_top = 0.4;
uniform float horizon_bottom = 0.6;
Next step Link
Apply materials and shaders to brushes. Textures
Place Godot scenes using Trenchbroom. Entities
Prepare your project for scaling up. Best Practices