Unhinged Calculator
- 2 Devlogs
- 2 Total hours
it's just a calculator...or is it?
it's just a calculator...or is it?
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.
ok, see you guys in part 3.
Welcome to Unhinged Calculator! This will be my first Godot game, as I have been using Roblox as
my primary game engine for quite some time. So far, everything has been going well and I didn’t run
into any hiccups. (bond to change)
Unhinged Calculator will be a game that basically does the exact opposite of calculating. It can return back
funny references whenever you enter in certain numbers, outright refuse to calculate, and even randomly perform
math operations that wasn’t selected. (basically why it’s called a UNHINGED calculator)
I made the inital UI. Was actually simpler than I thought it would be.
I made the numbers you enter actually show up in the label section.
I feel fantastic at the moment, Godot really is a good engine for those who want to move
away from Roblox related things and focus on creating games that work offline and in the browser.
I also noticed that for some reason, whenever you have KDE’s “wobbly windows” on, the scene preview screen
acts up. This doesnt bother me that much, but it’s worth noting.
Alright, see ya in part 2!