ππ‘οΈβ οΈ#screenshotsaturday #GoblinGirlGame#indiedev #gamemaker #pixelart #γγγη΅΅
-
I haven't implemented choices yet but plan to do that in the future, which will really unlock the power of yarn/Chatterbox.
Having access to a rich narrative design tool like this has already sparked some great ideas for future features in this game.
For #screenshotsaturday this week, I have a mockup of a campsite area. If you discovered enough secrets on the floors before, you'll be able to bank your new items and use the camp as a shortcut/save spot. If not you can still continue on to later floors.
-
For #screenshotsaturday this week, I have a mockup of a campsite area. If you discovered enough secrets on the floors before, you'll be able to bank your new items and use the camp as a shortcut/save spot. If not you can still continue on to later floors.
A thing I want to try to preserve from Druaga, or to use a more modern example, the chains of secrets in Spelunky, is the idea of an exploratory run. A session where the goal might not be to make permanent progress or win, but to poke at secrets you haven't solved yet and add to your knowledge.
-
A thing I want to try to preserve from Druaga, or to use a more modern example, the chains of secrets in Spelunky, is the idea of an exploratory run. A session where the goal might not be to make permanent progress or win, but to poke at secrets you haven't solved yet and add to your knowledge.
Cozy little goblin camp. I wonder what's for dinner?
ππ³π©βπ³ -
Cozy little goblin camp. I wonder what's for dinner?
ππ³π©βπ³ -
I did a few variations before I landed on that version. I kinda like all of them? It's a fun expression to draw!
-
I did a few variations before I landed on that version. I kinda like all of them? It's a fun expression to draw!
Food-brained!
-
Didn't quite get this out in time for Screenshot Saturday, but still surprised that I managed to fully implement my mockup from last week in so little time!
Including a bunch of stuff I'd put in my "polish this later" list, which I promptly ignored and implemented.
-
Didn't quite get this out in time for Screenshot Saturday, but still surprised that I managed to fully implement my mockup from last week in so little time!
Including a bunch of stuff I'd put in my "polish this later" list, which I promptly ignored and implemented.
Experimenting with using my script expression tags to give character mouth flap animations while dialogue is drawing.
Going to automate and improve this later by hooking directly into Scribble's typist object, so the mouth will also automatically close during delays mid dialogue.
-
Experimenting with using my script expression tags to give character mouth flap animations while dialogue is drawing.
Going to automate and improve this later by hooking directly into Scribble's typist object, so the mouth will also automatically close during delays mid dialogue.
Hmmmm... π€
-
Hmmmm... π€
Bonus thinky goblin girl.
-
Bonus thinky goblin girl.
Bluesky has started an important ship building project.
https://bsky.app/profile/spookysquid.bsky.social/post/3lxsmistgq22f
-
Bluesky has started an important ship building project.
https://bsky.app/profile/spookysquid.bsky.social/post/3lxsmistgq22f
Realized I should probably post the full quality version of this here!
-
Realized I should probably post the full quality version of this here!
Really happy with these little action emote pop ups for examining and talking.
#GoblinGirlGame #indiedev #gamemaker #pixelart #γγγη΅΅
-
Really happy with these little action emote pop ups for examining and talking.
#GoblinGirlGame #indiedev #gamemaker #pixelart #γγγη΅΅
They've appeared in earlier posts in the background, but wanted to show them big. Also last night I added a neat little transition when they pop up, using TweenGMS
-
They've appeared in earlier posts in the background, but wanted to show them big. Also last night I added a neat little transition when they pop up, using TweenGMS
Is she REALLY that forgetful?
-
Is she REALLY that forgetful?
Going to dive a bit into the code for this one π§΅
I mentioned awhile back that I'd come up with an idea for a way to automate dialogue animation with basically no extra work. The above is the result!
-
Going to dive a bit into the code for this one π§΅
I mentioned awhile back that I'd come up with an idea for a way to automate dialogue animation with basically no extra work. The above is the result!
My original plan was to just have a static open and closed version of each facial expression depending on who was talking.
Here's what the script for the new conversation looks like. A mix of native Chatterbox/Yarn and Scribble markup plus some of my own custom stuff. Details in alt text.
-
My original plan was to just have a static open and closed version of each facial expression depending on who was talking.
Here's what the script for the new conversation looks like. A mix of native Chatterbox/Yarn and Scribble markup plus some of my own custom stuff. Details in alt text.
The real driver of all the portrait stuff is the markup:
[character_name,expression]
Which runs this GameMaker GML function.
-
The real driver of all the portrait stuff is the markup:
[character_name,expression]
Which runs this GameMaker GML function.
Breaking that function down. It's designed for both flexibility and laziness.
First look for stage direction keywords. Right now that's just "exit" which lets me force a portrait to exit the screen before the conversation ends. I plan to add more.
-
Breaking that function down. It's designed for both flexibility and laziness.
First look for stage direction keywords. Right now that's just "exit" which lets me force a portrait to exit the screen before the conversation ends. I plan to add more.
If it doesn't find a state it looks to see if I have an appropriately named sprite in my project and runs a generic state that just loops the animation. So I can just drop a new image file into GameMaker and it's immediately accessible to the dialogue scripting system, no extra setup needed!
Feed RSS
Gli ultimi otto messaggi ricevuti dalla Federazione
Post suggeriti
-
-
-
today's software preservation taskone of the great crimes of the 21st century was that Mark Jones' (Core Design) Darkmere - an isometric adventure-RPG for the amiga - was poorly visually documented by the usual places like lemonamiga/mobygames/etc.
Senza categoria4
-
So raw 20.12 fixed-point arithmetic isn't enough for my world<->grid conversions, so I added ad-hoc manual code mixing 20.12 coords with 32.32 constants, which works perfectly
Senza categoria1