My first Godot game - Neon Triangles, playable on itch.io

Hello.
As this is my first post here on godotengine.org forum, I’ll shortly introduce myself: always wanted to develop games, always too busy with real life to find enough time. Every time when I learned something new, made progress, started some project, real life took over, and when I was jumping back into my programing enviroment, engines developed, tutorials became obsolete, code had to be updated and thelike. As a result, never realy finished anything for over 10 years :wink:

Few months ago I came with another idea for a game, and decided, that this time I will not let it to slip through. Picked up Godot as my tool (well in fact I knew, my next game will be made with Godot, as I had a look at it by making few simple tutorials year or two ago ;)) and with help of Gemini AI I managed to finish it to working state.

Not everything went fully as expected, there is some things to add, but the game is stable and playable, everyone is welcome to try it: Neon Triangles by mobador

I named the game “Neon Triangles”, it turned out though, that bloom effect doesnt really show up on browser version, so it could be as well just named “Triangles” :smiley:

There is a grid of numbers - vertices of the triangles. Every triangle has its own value, calculated as a sum of all three vertices. Triangle value is not visible to the player, so you need to calculate it. Goal of the game is to clear game screen from triangles, starting from this one with highest value. In above example first one to click would be 24-23-13 triangle, then 24-17-10, 24-13-11 etc…
Proper click removes triangle from the board and adds points. Wrong click shortens time available for clearing the level and removes points from your score.

There are few difficulties of the game, each one with more triangles. And then, each difficulty is divided into sub-levels with the same triangle layout, but the numbers in circles grow with every sub-level.

Higher difficulties are unlocked by completing sub-levels of lower difficulties. It is all visible in game.

There is also short preview available on youtube, I am very sorry for the quality

Browser version is limited to 30 sub-levels per difficulty, and highest difficulty is not available at all. Thats for now, I might unlock them later. Anyway, it is still a lot of playing before anyone runs out of levels, and the PC version is also available for dowlnoad. PC version is totally unlocked, so if someone is up to challenge (7 difficulties of 80 sublevels), be my guest :stuck_out_tongue:

I am full of concerns, publishing game to the public here, especialy after I browsed some of projects and they look soo good. Anyway, I hope that you will like it. Questions and comments are very welcome. Thanks in advance.

1 Like

You can get glow & bloom to work on the web, but you have to use different WorldEnvironment glow settings because the web renderer (compatibility renderer) operates on a lower dynamic range.

For example try to set the WorldEnvironment.environment.glow_intensity higher and see if it shows up on the web version. Also lower WorldEnvironment.environment.glow_hdr_threshold to something below 1.0.

There are other settings to tune this too, but that should get you started.

(Make sure to backup your stuff first so you don’t lose your original settings).

1 Like

Thanks for the hint. I’ve tried to tune colours a bit.

You were right about intensity, but If i pump the settings up, so “bloom” is visible in browser, it floods mobile and desktop version with light. Game becomes uncomfortable to play due brightess on those platforms. Also bloom visible in browser is not as smooth as in desktop version anyway, so i think I will just pass on it for now.
I also tried to render in different mode (currently using ‘mobile’). If i change to gl_compatibility, bloom is equaly intense on each platform, but still doesnt look so nice as ‘mobile’ or ‘forward+’ rendering now.

At least I know some of the limitations now, and I can plan accordingly while working on another project :wink:

You can make it conditional to the renderer. For e.g. in your main.gd _ready() function (or wherever makes sense in your project):

    if ProjectSettings.get_setting("rendering/renderer/rendering_method") == 'gl_compatibility':
        # ...your web renderer adjustments, such as:
        $WorldEnvironment.environment.glow_intensity = 0.4

Nice first project btw! :slight_smile:

1 Like