Tumgik
#godot 4
jovial-thunder · 6 months
Text
Lancer Tactics progress update day!
Full post here, ft. a picrew-style portrait maker, recolor system via shaders, our localization pipeline, and an attack fx previewer tool.
Tumblr media
821 notes · View notes
sharb · 3 months
Text
So figured I'd post this online since I'm probably not going to work on it any further and I thought it was fun.
I've been working on a Deltarune recreation of the cyber fields part of chapter 2, idea was to finish this and then move onto my own RPG project later down the line.
However I've been taking on too many projects lately and decided I'll put a stop to working on this since there's no real point for me to recreate the whole thing since what I have so far is already fun to share.
But ultimately yeah I had a lot of fun with this and figured people would enjoy seeing it!
70 notes · View notes
beastinthecave · 1 month
Text
Tumblr media
Havent participated in a game jam for a long time, so I decided to make a short game for the chatsim jam :)
You play as some random person working for a scp like organistion that is talking with an AI that runs the facility your working in. This is the first time I programmed a dialog system so unfortunately the game is very short.
29 notes · View notes
sleepy-hart · 7 months
Text
So while working through game concepts and deciding what to work on next, I've been refreshing my Godot skills. Wanting to get back into 3D and prepare for doing more narrative heavy games. Made this demo to learn nathanhoad's excellent Dialogue Manager addon and also test drive Kenney's new Godot platformer kit.
Tumblr media
I'm really, really enjoying Dialogue Manager so far and feel it has a tonne of potential. Think it covers a lot of things I've been looking for:
Direct engine integration is super useful, as well as using custom resources to store dialogue. They're also text files so can still use external editor to update
Straightforward syntax, reminds me a lot of ink and yarn. As well it's named node approach feels familiar
Able to access global game variables for conditionals, and having conditional based loops and choices is very straightforward
Also able to call methods directly within dialogue, which is super powerful when combined with signals (showing/hiding coin UI mid conversation, playing sound effect)
Lots of options for random dialogue choices - just used the single line ones for now but in docs have seen they also have option for setting custom probabilities, just ncie to add more flavour
Hyped it has a built in approach for translations (create IDs and reference CSVs) that looks like integrates with Godot's localisation tools - a bit of a future thought but glad it has stuff to help built in
Docs you can mention you can create dialogue resources at runtime. Can imagine this being very useful - an example would be creating a record of all lines seen to replicate Ren-py's "log" feature.
The methods for displaying dialogue are super flexible. At the moment just used their example balloons but looks like it should play nicely to let you build custom GUI - and maybe even multiple forms (e.g. dialogue scenes vs flavour barks in main game world). Think next experiments will focus on this.
There's a few more things I'm keen to learn and see if they're feasible with this - "disabled" choices that still appear but can't be accessed would be nice, also looking at how you can integrate this with an audio system for voice acting - I think they have an example that includes voice acting?
Only thing I'm a bit nervous of is it looks like it can only grab variables from autoload/global scripts, so when putting into actual game will need to take care with save systems and methods for loading choice variables into a choice master global so we aren't keeping too much in memory at once. But if I'm wrong on this assumption, or others have approaches, more than happy to be corrected on this!
Tumblr media
Also really enjoying Kenney's 3D platformer kit and it's been fun and . Making the shopkeeper bot was super simple. All the details on the original character model are modelled so just adjusted the face and for changing colours just had to move UV islands for limbs and face to different parts of the pallete textures.
Haven't tried this technique for modelling and texturing before but seen it crop up a few times so will definitely experiment with this in the future. Also might help with optimization - I think most of the materials in the pack refer to this single image texture? By default the pack only has the model glbs and a single colormap png so assuming that's how it's working.
Tumblr media
Original plan was to fill in the shop with another pack so there's a few little platform challenges within this, but they all needed collisions adding so might add that in future. But main aim was focusing on the dialogue and think we've got a good approch going forward, and highly recommend the add on for other Godot devs making narrative games!
37 notes · View notes
sunrise-game · 2 months
Text
It's another Screenshot Saturday!
A working hand-lantern that is waiting for a nice model, and a nostalgic loading screen for moving between areas.
Tumblr media
also, a sneak peak at an early cutscene art:
Tumblr media
16 notes · View notes
gaiaxyswitch · 10 months
Text
MY GMTK 2023 SUBMISSION IS OUT!!
Tumblr media
About 30 minutes before time is up, I released my GMTK Game Jam's submission, The Monster In Your Pocket!
Play as the little guy inside someone's pocket and take care of yourself up until they call you out for battle!
Play it here!
40 notes · View notes
hairiclilred · 1 year
Text
Tumblr media
Overworld sprites
59 notes · View notes
catlikecoding · 6 months
Text
Here is my first Godot tutorial, finally!
We're going all the way back to the basics, and once again we start with a clock. This is an absolute beginner tutorial. We're not even programming yet, that will be introduced in part 2.
The Godot tutorial has a updated style and some new web features. Let me know if anything isn't working properly for you. Once it's been tested and possibly tweaked I will also start applying it to Unity tutorials.
9 notes · View notes
childlessbambino · 25 days
Text
My past selves playing soccer with a rigid body
5 notes · View notes
staminaoverlook · 1 year
Text
Devblog 9th March, 2023.
Tumblr media
Hello guys!
It's been a bit, hasn't it? I managed to close my last bachelor's exam session with (almost) perfect marks, and began writing my bachelor's diploma, which is due in June.
Also, just yesterday I left another indie gamedev project that was taking up the most of my resources, where I was an art lead. I took it up without pay, to gain experience, which I have. The project was dropped by its head because it wasn't really going anywhere anyways. So, OGLS is back to the first place in my list of priorities :smile: And my animation skills are even better than before!
In other great news: Godot 4 has released. It's absolutely wild. I started this project on Godot 2, then ported it into Godot 3, and now I'm going to do the same once again. However, this time will be different, as Godot 4 is MASSIVELY different from Godot 3.
Which means, you guessed it… this is a great opportunity to remake my project from scratch!
Please don't jump to despair. It's not like I'll be throwing anything I've already made away! I have a wonderful chance to clean up all of my past mistakes, to make everything better and clearer. The introductory scenes are one hell of a messy code, and the saving system requires a redesign anyways, because it isn't working as intended.
The work continues, and I'll be posting updates as always. Thank you for your support 💖
38 notes · View notes
jovial-thunder · 4 months
Text
Working on the Lancer Tactics map editor
Tumblr media
I love games with map editors so much. I grew up on the Age of Empires map editor and I am incredibly hyped to now be making one myself.
411 notes · View notes
beastinthecave · 2 months
Text
Tumblr media
Just released the demo for my indie rpg, fully playable in browser!!!
Tumblr media Tumblr media Tumblr media
20 notes · View notes
dmitriy-shmilo · 10 months
Text
A game jam entry, devlog #6.
Tumblr media Tumblr media Tumblr media Tumblr media
More menus and stuff were made this weekend. The kitchen screen now lets the player combine bagel dough and toppings into a bagel, which inherits its properties from the ingredients it was made of.
The counter/shop menu now lets the player set up their bagels for sale and earn money. The name and the price of the bagel will depend on its flavors.
Added an adventure embark menu, which allows the player to take their consumables with them.
Days are now being tracked, and are visible at the top. Along with the money and storage situation. Nothing prevents the player from exceeding their limits atm, but it will change in the future.
Action keys at the bottom now have keyboard shortcuts for easier menu navigation.
Some less noticeable work was done in the combat department. Enemies and the player now have a cooldown on their attacks. Enemies can also be interrupted if attacked during their telegraph animation.
I've also began exporting the binaries and uploading them to itch.
6 notes · View notes
clownstho · 6 months
Text
little man i put in my video game: father god please! i beseech thee! help me!!!! i can't conquer this 1 px gap
5 notes · View notes
gaiaxyswitch · 10 months
Text
Continuing off my previous post (you can't put videos on reblogs.), I finished the Fun minigame, meaning you can now have Fun while having Fun!
17 notes · View notes
hairiclilred · 3 months
Text
Chicken dropkick
8 notes · View notes