While you can do some light management in other places, this is a menu dedicated to tweaking your party. The design was inspired by Final Fantasy Tactics and it works for the most part haha. It's been a while since I posted! This game has a Steam page now which you can find here -> https://store.steampowered.com/app/3163190
While the ecg minigame thing is cool, it is literally a placeholder I think. IF SOMEONE would program an inventory I would let you use an item for free in between waves instead of trying to catch a heartbeat.
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.
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.
I figured it out eventually but this was too funny not to share
Excelsior, a puzzle adventure game for the Game Boy Color is now live on Kickstarter. There is a demo available on itch.io - please help us fund the project so we can develop it into a full game! https://www.kickstarter.com/projects/zenadu/excelsior-a-puzzle-exploration-game-for-the-gameboy-color
It's really fast but it might be due to how empty these testing levels are and not how well I coded it lol. I sorta want to edit the shader I'm using to do a radial wipe but glsl is the enemy of mankind.
A dump of some things. I briefly mentioned how I had rewrote the game in Godot 4. During the transition I decided to give up on pure 2D and just make a 3D game that looks 2D... so in my own words, pearlessential is now a Psuedo2D game. Here are some captures from early in the transition.
Finally, put these guys back in here. They all have names, although I haven't brought it up much. Up front with the black hair and a weird mask is Alice Nor, Behind her in the poorly drawn armor is Jordan Flibeki, and lastly underneath the large hat is Phoebe Quin. These three are the first of 7 playable characters. I haven't really drawn the other 4 yet but I do know what I want them to look like. You can find the names of the other 4 on my very broken website which is not mobile-optimized -> https://pearlessential.webflow.io/
A blog for a game about a rather peculiar exam. Made in Godot Engine!
200 posts