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.
Good ol screen shake, shake amount is relative to the relationship between damage and current hp. It will shake more the closer DMG is to Current HP, and even more, if DMG is greater than it.
So walking around a flat world is fine, but my game is isometric so having terrain feels like a must. too bad it's a pain in the ass to implement. I spent months on this and in the end, it wasn't good enough. It wouldn't play well with other props like trees well, The player could glitch it out and clip through it, render order and collision was abhorrent and it couldn't stack on top of itself. I'll be honest the whole reason for why I switched to 3D in the Godot 4 version of the game is because a fake z axis in 2D isn't very fun to implement.
Some of the collision shapes I had to setup
I drew them out so I could turn them into tiles for the tileset
Anyway, word of advice to anyone who wants to make an isometric game, make a 3D game that looks 2D not the other way around.
Actual turns + new active indicator.
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.
if youre a gamedev please please please read this article i need to feel like im not insane (skip to the frictionary if you want to get to the point asap)
I'm developing a game called Vividerie.
Here's a tiny video about it :3
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!
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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