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Omg..I have that physics simulation and made crappy sound tones in audacity for it. I want to use this to make better sounds. I added a music block to Goober D
by nightowl_games 3y ago
Omg..I have that physics simulation and made crappy sound tones in audacity for it. I want to use this to make better sounds.
I added a music block to Goober Dash level editor:
https//gooberdash.winterpixel.io/
When your Goober, or a physics crate, hits the music block, it plays a note. I didn't release this branch yet. Can I use the piano notes from this lib in our game? I wouldn't be adding the generator code to the game, I just need sound files.
- graphitout 3y agoSure. Audio files generated have no license. Do whatever with it. Only the code has license, but I have no intention to enforce it. I am playing gooberdash now.
- cloudking 3y agoFun little game! Nice work
- nightowl_games 3y agoI really appreciate the positive feedback. I think the game will blossom once the community level sharing has the right tools to allow user generated content to rise to the top.
- cloudking 3y agoWhat engine and web stack did you use? Curious about how you built it!
- nightowl_games 3y agoWe maintain a fork of Godot ~3.5. We have a netcode module that we coded in c++ that does client side prediction and rollback. It uses websockets under the hood on the web client, enet on native clients. We use Agones on Kubernetes to allocate game servers, those servers run godot itself which runs the game. Custom coded golang matchmaker which makes the agones api call to allocate a server when needed. We use contour & nginx to route web traffic and serve a .html file. We use github actions to deploy to various environments. We use heroic labs' open source thing called nakama as a base for our account/auth backend. We have a bunch of other k8s stuff in the cluster for various small pieces but thats about the crux of it!