Jul 21, 2021

Jul 21, 2021

Actual turns + new active indicator.

More Posts from Alkaliii and Others

1 year ago

Xray Shader

Now it's really hard to get lost behind something. Not sure about the colour... Maybe I should use one from the 4 tone pallet...


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1 year ago

Puzzle Mechanic Visuals

Cool looking switch

Puzzle Mechanic Visuals

The buttons suck tho

Puzzle Mechanic Visuals

Also, I have to make these in 3D now... damn


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1 year ago

Glitchy Bushes

Glitchy Bushes
Glitchy Bushes

Also some of the print statements my inventory calls since the UI was still not implemented yet.


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2 years ago

Aug 20, 2021

Aug 20, 2021

Punting everything over from twitter is a bit tedious. At least reposting everything slowly gives me time to make things I should've made while wasting time... I guess?

Oh yea I guess take a look at this super old UI, it looks different now... in the future. Well if I ever get to implementing it instead of tweaking it left and right


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9 months ago
Escape  1981
Escape  1981
Escape  1981
Escape  1981
Escape  1981

escape  1981

akira TORIYAMA 鳥山明

#鳥山明 #akira TORIYAMA #Dragon Ball #toriyama akira #manga #TORIYAMA akira #Dr.スランプ #ドラゴンボール

9 months ago

HI I literally just commented on your YouTube lmao but your game has a cool concept and your vibe is just really calming and nice. you're a huge inspiration!! that's all lol

Thanks for the praise and thank you for watching my video!

1 year ago

(Article) Dialogue Box with Simple SFX and Parsing for Pauses

This is a tutorial for Godot 3 I used to make part of my dialogue manager. It gives me animal crossing like SFX and the ability to have short pauses.

(Video) Loading JSON files for Dialogue

This is another tutorial for Godot 3 that comprises the other bit of my system. I cobbled together a few more features using my poor understanding of the documentation. I believe the author of this video has a more advanced JSON dialogue setup that might fit what you're looking for.

My system boils down to a state machine where each line in a dialogue is a unique state. The JSON file signifies all the states in a scene and alongside what should be said I can define other things I want to happen when a line is played, The most I've done with this is change an emote image or display additional text but I plan to base my cutscenes around it too. But instead of changing an image I might call for the camera to move, the game to fade to black, or for an NPC or Some other game object to play an animation. It's a bit messy right now but I've come to realize a lot of game programming is just a state machine in different contexts.

I wouldn't be scared of making a brute-force attempt either. Iterating is part of the creative process and even if it ends in failure you'll learn something new even if that's how not to do something.

Anyone know any good tutorials on creating dialogue/cutscene systems for RPGs? Preferably Godot but if there’s other ones with easily applicable universal principles that would work too. This is something that I feel like has lots of different approaches and I wouldn’t want to just brute force a really cluttered system for it.


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1 year ago

Miasma


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11 months ago

Today I announced (among other things) that my new game Castaway is gonna be released on PC & Consoles in 2024!

Here’s the video with me talking in French, but English subtitles are available!

2 years ago

Mar 1, 2021

Mar 1, 2021

This was back when I was testing layouts rapidly. Probably the only time in my art career that I trusted the process.

discord?


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alkaliii - pearlessential
pearlessential

A blog for a game about a rather peculiar exam. Made in Godot Engine!

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