took about a year and a half but now you can do not battle things and switch to battle things.
I think this is an excellent example of why I dread implementing things.
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 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.
Holy shi* the frames on this recording. Anyway, here is my dialogue box! it reads a JSON file with all the lines a dialogue has and plays them with a silly sound that I might change... It has support for some cool stuff although it's not implemented yet since I'm really lazy and suck at writing.
Don't mind the other things in the background... However, if you can't control your curiosity, listen closely. I heard there is a hidden archive on a particular discord server full of other development snippets, including snippets that haven't been posted here!? If anyone asks you didn't hear it from me (plz join, k thx bye)
Probably my favourite mockup to date. This is where the player will configure their party members. A battler can equip 1 weapon, 1 armor set, 1-2 artifacts depending on class and 4 techniques. This amounts to 8 possible things to customize around the endgame. On top of the equipment possibilities, the player can also augment 4 attributes (SPD, STR, DEF, MAG) on each of their characters using attribute points scattered across the world.
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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