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(+1)

This is trippy in the best sense. i haven't got any clue how did you manage to make a game that can take in custom music and work with it, while looking this good and being only 60 mb's. Kudos, huge kudos. 

(1 edit)

Thanks for playing! I've been meaning to type how I got some of this to work so here it is for anyone wondering.

1: for the file system
I got it to take in custom music using the FileAccess class on Godot. I had it .READ the file and used a variable to hold it. Main menu script had that function called when the button was picked to start it.

2: for the beat 

I had my wireframe shader call for a function that used  AudioEffectSpectrumAnalyzer which has a method that sets a Hz range to track, then I had it turned into a float. I clamped that float with a global variable to adjust on each use of the shader. That final variable was what got sent to the shader to thicken drawn lines. WARNING: Should probably not attempt if you have epilepsy or if someone with that could see the screen. There was a few times my screen looked like a strobe light having multiple strokes at once before I fixed it . Especially when tied to the sky shader which was a epileptic war crime at first.

3: The glow was just lucky! I set a world environment node on my map that added glow and some fog to the game. I did not expect the glow to look as good as it did. This is basically what I was looking at all the time till the final day of the gamejam.