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.
waterfall
ended up scraping these and changing the system...
Started implementing another important menu. This one gives you and overview of all your quests and lets you lightly manage them. I plan to also put a 'database' feature in so you can come back to important information/lore you've encountered previously.
I decided to instantiate and drop ~99 RigidBodies to see what would happen. The game had zero problems until I tried to interact with one of the boxes and my interaction system got fussy. Now that I think about it, I need to repeat this very important experiment with my bomb object...
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
So uh scroll bars and the scroll container node suck. I just kinda hate them. This is probably the first time I got them to work the way I wanted lol. I also got it to do this which I think was pretty cool:
Since I had to rewrite everything while porting to Godot 4, I decided to make some tweaks to the battle scene. The UI changed a bit but float text is mostly the same...
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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