added some big windows to my train station
Both of these ended up getting scraped. oof
Math is really important in game development. I'm trying to organize my battle scene similarly to how it's done in a PSP game known as Grand Knights History. My version is a bit rough, to say the least... Is it just me or does it feel like the UI on the bottom is sticky?
Hello, this is Ali from the future just checking in to show off these amazing new isosprites. Now you can see Jordan and Phoebe on the overworld. Way better than Alice and her two doppelgangers. The hardest to make had to have been Phoebe tho. Her hat is nuts.
This is a gimmick I've been looking into, at the cost of a turn you can bank an action to use later immediately after someone else. This seems pretty useless but could be helpful in applying status effects that can combine, I still need to think about it lol.
So my dialogue scripts used to be JSON since the initial tutorials and resources I found suggested it. For some reason, I thought writing my own Yarnspinner-like system would be better, so I did that. Now my dialogue scripts are written as plain text. The tool in the video above lets me write and see changes in the actual game UI. All in all it's incredibly jank.
posting videos on tumblr seems to be a billion times more enjoyable than trying to post them on twitter. oh and yea now the characters move a bit when they do stuff.
The top image was a bug with my outline shader when I tried to replace it for another since it's not very performant and the second is a bug with my chromatic aberration shader that appeared out of nowhere after an engine upgrade.
I hate shaders so much. It is so hard to programmatically describe visuals. I am so jealous of people who are good at this. I've been getting better but like damn.
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"Oh, great, another game falls prey to Yellow Paint Syndrome" well, gee, my guy, maybe if we didn't demand hyper-photorealism in every game regardless of context, modern platformers might be able to develop a visual language that doesn't require painting a sign on every single interactable feature to render it distinguishable from the clutter.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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