Devlog #2 - Unhinged Calculator
welcome back! a lot has changed since i posted about this, so lets go over the changes
- resized container, i forgot to do this for some reason
- added a “logic system”
- added a table of strings, one for “small” calculations, and another for “large” calculations
- added animations
- added some “easter eggs”
whew, that was a lot!
i first want to highlight how much of a pain it is to resize things in godot.
i know im not really used to designing games (i’m more of an app designer than a game dev),
but i had to go through hurdles just to make the calc window fit. thankfully, i managed to make margins easily afterwards.
another thing that i had a struggle with was animations. i’m gonna admit, i did use claude to
help me figure out how to add animations to this thing. (godot devs if you see this PLEASE make it
easier for new comers like me to add animations to nodes)
unlike most other things, implementing the easter eggs was easier said than done, which is what i would’ve
said if it didnt break and i had to hear “SIX SEVENNNNNNNNNNNNNNNNNNN” blasted out of my vivobook’s speakers
everytime i calculated anything that didnt equate to 67. turns out it was a flaw in my calc method, so i went back in and added resetting of the booleans.
otherwise, godot is going perfectly…..fine.
hopefully, by the time i release, every easter egg and reference i want to add is implemented properly.
goals accomplished
- logic system
- ref array
- implementation of two or more easter eggs
goals
- add more easter eggs
- add hover sounds and gradient animations
- make logo
ok, see you guys in part 3.