{"author_link":"\/users\/metriko","author_name":"MetRiko","author_uid":"metriko","comments":[],"epoch":1729167287,"event":"LD56","format":"md","ldjam_node_id":406147,"likes":13,"metadata":{"p_key":"209231","p_author":"MetRiko","p_authorkey":"1250849","p_urlkey":"447606","p_title":"Blobs are back with yet another patch!","p_cat":"LDJam ","p_event":"LD56","p_time":"1729167287","p_likes":"13","p_comments":"0","p_status":"WAYBACK","us_key":"1250849","us_name":"MetRiko","us_username":"metriko","event_start":"1728000000","event_key":"115","event_name":"Ludum Dare 56"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD56","removed_author":false},"_superparent":395186,"_trust":1,"author":250849,"body":"## [Give it a try and let us know what you think!](https:\/\/ldjam.com\/events\/ludum-dare\/56\/blob-to-the-top)\n\nIf you missed our previous \"**Blob, To the Top!**\" post, you can read it here: https:\/\/ldjam.com\/events\/ludum-dare\/56\/blob-to-the-top\/blob-to-the-top-is-now-even-blobbier-than-before\n\n## Highlights of this patch! \n\n* **New max power indicator**, which subtly shows to what extent the blob launcher can be charged. The charging mechanic should be less confusing now.\n*You won't overshoot this time, right? Right?*\n\n![blobs_new_indicator_4.gif](\/\/\/raw\/1e3\/d3\/z\/68e76.gif)\n\n* **Blobs are now properly synchronized with the camera** regardless of the frame rate.\n*Developers were crying when it finally started working...*\n\n![blobs_camera_opt.gif](\/\/\/raw\/1e3\/d3\/z\/68e70.gif)\n\n* **Blobs will no longer get stuck in one-way platforms** and will fly through them correctly from below.\n*No blobs are left behind!*\n\n![blobs_platform_2_opt.gif](\/\/\/raw\/1e3\/d3\/z\/68e75.gif)\n\n* **Blobs now bounce off bouncy walls properly** and in a more predictable manner.\n*Check the wind, adjust the angle, and finally make stylish and mathematically correct blob shots!*\n\n![blobs_bounce_2_opt.gif](\/\/\/raw\/1e3\/d3\/z\/68e78.gif)\n\n* **...and even more** bugfixes, difficulty adjustments and performance boosts.\n\nThe full changelog can be found on the game's page here:\n\nhttps:\/\/ldjam.com\/events\/ludum-dare\/56\/blob-to-the-top\n\n**Once again, thank you sooo much for all the feedback you left under our little blobby game** :heart: Your words gave us the confidence we needed. We are now fully committed to continue working on \"Blob, To the Top!\", with the goal of releasing it as a full-fledged game in the future! And because you are the first to read this post... tell us what you would like to see in the full game, we will see what we can do :wink: \n\n**This is the last patch for \"Blob, To the Top!\".** Now we would like to fully focus on playing **your games**! We have a very long list of games that we want to try before the voting period ends. We probably won't be able to play everything before time runs out (working on this patch and real life stuff took all of our free time).\n\nFirst, we want to play all the games from people that commented on our game (just to thank for all the fantastic feedback - we appreciate every little bit of it). But for those of you who made it to the end of this post... link your game below so we will play it first right after that :grin: \n\nAnd finally, **a small bonus for fellow Godot developers**. Our work on the blob shader synchronization (so that their position is always correct relative to the camera regardless of the frame rate) has taken our sleep away last weekend. We want to share a small tip for you so you don't have to go through the same thing we did. In short... if you want to get the camera position in the `canvas_item` shader, don't send it by uniform. Instead, read it directly like so:\n\n```\nvarying vec2 v_camera_coords;\nvoid vertex() {\n    vec2 camera_pos = vec2(CANVAS_MATRIX[3][0], CANVAS_MATRIX[3][1]);\n    vec2 camera_zoom = vec2(CANVAS_MATRIX[0][0], CANVAS_MATRIX[1][1]);\n    v_camera_coords = -camera_pos \/ camera_zoom;\n}\n```","comments":0,"created":"2024-10-16T17:06:17Z","files":[],"files-timestamp":0,"id":406147,"love":13,"love-timestamp":"2024-10-20T12:27:11Z","meta":[],"modified":"2024-10-20T12:27:11Z","name":"Blobs are back with yet another patch!","node-timestamp":"2024-10-17T12:14:47Z","parent":400477,"parents":[1,5,9,395186,400477],"path":"\/events\/ludum-dare\/56\/blob-to-the-top\/blobs-are-back-with-yet-another-patch","published":"2024-10-17T12:14:47Z","scope":"public","slug":"blobs-are-back-with-yet-another-patch","subsubtype":"","subtype":"","type":"post","version":1277271},"node_metadata":{"n_key":"406147","n_urlkey":"447606","n_parent":"400477","n_path":"\/events\/ludum-dare\/56\/blob-to-the-top\/blobs-are-back-with-yet-another-patch","n_slug":"blobs-are-back-with-yet-another-","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"250849","n_created":"1729098377","n_modified":"1729427231","n_version":"1277271","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/56\/blob-to-the-top\/blobs-are-back-with-yet-another-patch","text":"## [Give it a try and let us know what you think!](https:\/\/ldjam.com\/events\/ludum-dare\/56\/blob-to-the-top)\n\nIf you missed our previous \"**Blob, To the Top!**\" post, you can read it here: https:\/\/ldjam.com\/events\/ludum-dare\/56\/blob-to-the-top\/blob-to-the-top-is-now-even-blobbier-than-before\n\n## Highlights of this patch! \n\n* **New max power indicator**, which subtly shows to what extent the blob launcher can be charged. The charging mechanic should be less confusing now.\n*You won't overshoot this time, right? Right?*\n\n![blobs_new_indicator_4.gif](\/\/\/raw\/1e3\/d3\/z\/68e76.gif)\n\n* **Blobs are now properly synchronized with the camera** regardless of the frame rate.\n*Developers were crying when it finally started working...*\n\n![blobs_camera_opt.gif](\/\/\/raw\/1e3\/d3\/z\/68e70.gif)\n\n* **Blobs will no longer get stuck in one-way platforms** and will fly through them correctly from below.\n*No blobs are left behind!*\n\n![blobs_platform_2_opt.gif](\/\/\/raw\/1e3\/d3\/z\/68e75.gif)\n\n* **Blobs now bounce off bouncy walls properly** and in a more predictable manner.\n*Check the wind, adjust the angle, and finally make stylish and mathematically correct blob shots!*\n\n![blobs_bounce_2_opt.gif](\/\/\/raw\/1e3\/d3\/z\/68e78.gif)\n\n* **...and even more** bugfixes, difficulty adjustments and performance boosts.\n\nThe full changelog can be found on the game's page here:\n\nhttps:\/\/ldjam.com\/events\/ludum-dare\/56\/blob-to-the-top\n\n**Once again, thank you sooo much for all the feedback you left under our little blobby game** :heart: Your words gave us the confidence we needed. We are now fully committed to continue working on \"Blob, To the Top!\", with the goal of releasing it as a full-fledged game in the future! And because you are the first to read this post... tell us what you would like to see in the full game, we will see what we can do :wink: \n\n**This is the last patch for \"Blob, To the Top!\".** Now we would like to fully focus on playing **your games**! We have a very long list of games that we want to try before the voting period ends. We probably won't be able to play everything before time runs out (working on this patch and real life stuff took all of our free time).\n\nFirst, we want to play all the games from people that commented on our game (just to thank for all the fantastic feedback - we appreciate every little bit of it). But for those of you who made it to the end of this post... link your game below so we will play it first right after that :grin: \n\nAnd finally, **a small bonus for fellow Godot developers**. Our work on the blob shader synchronization (so that their position is always correct relative to the camera regardless of the frame rate) has taken our sleep away last weekend. We want to share a small tip for you so you don't have to go through the same thing we did. In short... if you want to get the camera position in the `canvas_item` shader, don't send it by uniform. Instead, read it directly like so:\n\n```\nvarying vec2 v_camera_coords;\nvoid vertex() {\n    vec2 camera_pos = vec2(CANVAS_MATRIX[3][0], CANVAS_MATRIX[3][1]);\n    vec2 camera_zoom = vec2(CANVAS_MATRIX[0][0], CANVAS_MATRIX[1][1]);\n    v_camera_coords = -camera_pos \/ camera_zoom;\n}\n```","title":"Blobs are back with yet another patch!","wayback_source":[]}