Camera2D has an anchor_mode property, defaults to Drag Center. Changing to Fixed Top Left acts like my old code was expecting
Camera2D has an anchor_mode property, defaults to Drag Center. Changing to Fixed Top Left acts like my old code was expecting
#artwork #acrylicpainting
#artwork #acrylicpainting
I've also been revisiting / streaming Super Dungeon Maker (a Zelda-like Maker program) and playing SaGa Frontier 2 offline.
#artwork #acrylic #painting #rpgs
#artwork #acrylic #painting #fantasysetting
#artwork #acrylic #painting #fantasysetting
#artwork #acrylic #painting #darkcastle
#artwork #acrylic #painting #darkcastle
I would like to update the HTML5 demo.. soon.
#godot #gamedev #jrpg #tiled #aseprite
Things we got:
- spawn NPCs conditionally
- doors locked conditionally
- talking to NPCs might set a flag
- clearing a room's enemies might set a flag
- some flags displayable as "quest items"
#godot #gamedev #jrpg
A lotta combat programming I've been doing is replicating stuff RPG Maker does but that's okay. With that done we're almost ready to start pumping content in.
#godot #gamedev
#godot #gamejam
#godot #gamejam
I'm just gonna rip this project apart and start over.
#godot #uidmadness
I'm just gonna rip this project apart and start over.
#godot #uidmadness
This is in a fairly empty project.
There's no .uid file with this id.
Removing the .godot directory does not fix.
The error does not tell me which object is trying to do this get_id_path. There's no recourse. What the fuqd!
#godot
This is in a fairly empty project.
There's no .uid file with this id.
Removing the .godot directory does not fix.
The error does not tell me which object is trying to do this get_id_path. There's no recourse. What the fuqd!
#godot
str(myFloat) used to strip the .0 if myFloat was a whole number, now it doesn't.
This was explicitly changed in 4.4 per the docs. The change makes sense; I was just using match in a quirky way and got caught. Easy fix.
#godot #gdscript
Added a 4-stage palette swap shader to really sell the transition from light world to dark. Incorporated some more character sprites & behavior and working on endgame conditions.
Added a 4-stage palette swap shader to really sell the transition from light world to dark. Incorporated some more character sprites & behavior and working on endgame conditions.
The combat interface (as well as damage formula) is inspired by Lufia 1. The small menu that appears near the bottom works similarly to the overworld menu. Eventually it will launch larger menus for selecting items/magic/etc.
The combat interface (as well as damage formula) is inspired by Lufia 1. The small menu that appears near the bottom works similarly to the overworld menu. Eventually it will launch larger menus for selecting items/magic/etc.
This is a radial menu system, optically similar to Secret of Mana's, but instead of spinning it, dragging creates a "virtual cursor" at the center that echoes the direction of your gesture.
You can touch anywhere.
This is a radial menu system, optically similar to Secret of Mana's, but instead of spinning it, dragging creates a "virtual cursor" at the center that echoes the direction of your gesture.
You can touch anywhere.
You can queue up movements by swiping/tapping in a different direction while the character is in transit.
Double-tapping the edge in a direction attempts to interact in that direction.
You can queue up movements by swiping/tapping in a different direction while the character is in transit.
Double-tapping the edge in a direction attempts to interact in that direction.
For instance, here's how you walk around:
#godot #gamedev #screenshotsaturday
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For instance, here's how you walk around:
#godot #gamedev #screenshotsaturday
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