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hella-farm/project.godot

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Hella Farm"
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config/description="Do sacrificed lambs go to heaven?
Another short incremental game about dragging and flinging sheeps and demons around a farm!
Buy a sheep or two, sacrifice them to summon an entity from beyond, and deal with it while trying to get the most gold coins possible!
Then... perhaps sacrifice the entity itself to summon a stronger one, or...
Make your sheep wear a top hat?
Sacrifice fancy sheep?
Where does that skull come from?
"
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config/version="1.0.0"
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run/main_scene="res://main.tscn"
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config/features=PackedStringArray("4.2", "GL Compatibility")
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boot_splash/bg_color=Color(0, 0, 0, 1)
boot_splash/image="res://media/screenshot-1-1280x720.png"
boot_splash/use_filter=false
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config/icon="res://media/icon-round-512x512.png"
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[display]
window/size/viewport_width=1280
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window/size/viewport_height=720
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window/size/initial_position_type=3
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window/size/resizable=false
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window/stretch/mode="viewport"
window/stretch/scale_mode="integer"
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[editor]
movie_writer/movie_file="/mnt/work/steffo/ld55/.build/movie/capture.avi"
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[filesystem]
import/blender/enabled=false
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[input]
main_menu={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194317,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194305,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
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]
}
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postprocessing_toggle={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194311,"key_label":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":70,"physical_keycode":0,"key_label":0,"unicode":102,"echo":false,"script":null)
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]
}
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cheat_gold={
"deadzone": 0.5,
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"events": []
}
music_toggle={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194312,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":77,"physical_keycode":0,"key_label":0,"unicode":109,"echo":false,"script":null)
]
}
sound_toggle={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194312,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":78,"physical_keycode":0,"key_label":0,"unicode":110,"echo":false,"script":null)
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]
}
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[layer_names]
2d_physics/layer_1="Unset"
2d_physics/layer_4="Ground"
2d_physics/layer_5="Air"
2d_physics/layer_8="Draggables"
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[physics]
common/physics_ticks_per_second=100
common/max_physics_steps_per_frame=15
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[rendering]
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textures/canvas_textures/default_texture_filter=0
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renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
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textures/vram_compression/import_etc2_astc=true
environment/defaults/default_clear_color=Color(0, 0, 0, 1)