ππ‘οΈβ οΈ#screenshotsaturday #GoblinGirlGame#indiedev #gamemaker #pixelart #γγγη΅΅
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I did a few variations before I landed on that version. I kinda like all of them? It's a fun expression to draw!
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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!
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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.
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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.
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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€
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Hmmmm... π€
Bonus thinky goblin girl.
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Bonus thinky goblin girl.
Bluesky has started an important ship building project.
https://bsky.app/profile/spookysquid.bsky.social/post/3lxsmistgq22f
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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!
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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΅΅
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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
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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?
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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!
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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.
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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.
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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.
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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!
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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!
All the two frame talking animation files end with the suffex "_talk". When the function spots this in the expression string, it loads a different generic state with all the talk animation logic in it. Again no setup, it's entirely filename driven.
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All the two frame talking animation files end with the suffex "_talk". When the function spots this in the expression string, it loads a different generic state with all the talk animation logic in it. Again no setup, it's entirely filename driven.
Here's the talk state code. It checks Scribble's "typist" to see if the text bubble is in the process of typing out text. If it is typing that frame then the animation runs + adds a little tween bob up and down on the portrait for extra juice.
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Here's the talk state code. It checks Scribble's "typist" to see if the text bubble is in the process of typing out text. If it is typing that frame then the animation runs + adds a little tween bob up and down on the portrait for extra juice.
if the typist isn't typing text this frame, it sets the mouth to the closed frame and pauses the animation, but lets the bob tween complete.
This means that the mouth flaps match up with the text typing and the result looks pretty close to hand keyed animated mouth flap without all the effort.
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if the typist isn't typing text this frame, it sets the mouth to the closed frame and pauses the animation, but lets the bob tween complete.
This means that the mouth flaps match up with the text typing and the result looks pretty close to hand keyed animated mouth flap without all the effort.
Obviously in a world in infinite art resources, fully animating these with proper phoneme shapes would look even better.
But realistically that's completely out of scope for a one artist game. I think this strikes a nice balance between that and just doing simple static images!