🐛🗡️☠️#screenshotsaturday #GoblinGirlGame#indiedev #gamemaker #pixelart #ドット絵
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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!
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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!
Bonus #screenshotsaturday!
After you talk to the elf you'll get this extra bit of text when examining the stone egg again.
Chatterbox makes it very easy to add little hidden bits of dialogue like this. Great library!
#goblingirlgame #gamemaker -
Bonus #screenshotsaturday!
After you talk to the elf you'll get this extra bit of text when examining the stone egg again.
Chatterbox makes it very easy to add little hidden bits of dialogue like this. Great library!
#goblingirlgame #gamemaker -
Someone on bluesky mentioned this ancient meme and I felt compelled.
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Someone on bluesky mentioned this ancient meme and I felt compelled.
Talkin' about something tasty!
#screenshotsaturday #monstergirl #GoblinGirlGame #pixelart #ドット絵
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Talkin' about something tasty!
#screenshotsaturday #monstergirl #GoblinGirlGame #pixelart #ドット絵
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BUMP COMBAT!
#goblingirlgame #indiedev #gamemaker #pixelart #ドット絵 #bumpcombat
Have enough game now in #goblingirlgame that I made a little demo with a tutorial so I can throw it in front of friends.
I do a regular library work session with
@matthammill once a week, and we've been referring to this state as our respective projects being "game shaped now" -
Have enough game now in #goblingirlgame that I made a little demo with a tutorial so I can throw it in front of friends.
I do a regular library work session with
@matthammill once a week, and we've been referring to this state as our respective projects being "game shaped now"Definitely making #goblingirlgame for a very specific kinda retro games sicko, while also inviting others to join us.
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Definitely making #goblingirlgame for a very specific kinda retro games sicko, while also inviting others to join us.
New character for #GoblinGirlGame. Why are humans so tall!?
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undefined aeva@mastodon.gamedev.place shared this topic on
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New character for #GoblinGirlGame. Why are humans so tall!?
Late night #screenshotsaturday!
Getting back to some gameplay portrait fun, adding this quick toothy grin for picking up chests and other important items. -
Late night #screenshotsaturday!
Getting back to some gameplay portrait fun, adding this quick toothy grin for picking up chests and other important items.If you're wondering, did I animate a version of this grin with all her portrait damage states, for both attacking and defending? Yes, yes I did.
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If you're wondering, did I animate a version of this grin with all her portrait damage states, for both attacking and defending? Yes, yes I did.
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Haven't posted about it, but I was able to work full time on #GoblinGirlGame over the summer thanks to a grant from Ontario Creates.🍁
I submitted my final report this week, so I'm back to balancing dev on #GoblinGirlGame with contract work. That means updates will be a little slower for awhile. Though I'm hoping to keep up the regular Screenshot Saturday posts if I can!
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Haven't posted about it, but I was able to work full time on #GoblinGirlGame over the summer thanks to a grant from Ontario Creates.🍁
I submitted my final report this week, so I'm back to balancing dev on #GoblinGirlGame with contract work. That means updates will be a little slower for awhile. Though I'm hoping to keep up the regular Screenshot Saturday posts if I can!
Been mostly doing behind the scenes work on #GoblinGirlGame this week. Stuff like refactoring most of the in game text to work with Chatterbox. So here is a set of cute cactus enemies from my "enemy ideas sketch file" for #screenshotsaturday.
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Been mostly doing behind the scenes work on #GoblinGirlGame this week. Stuff like refactoring most of the in game text to work with Chatterbox. So here is a set of cute cactus enemies from my "enemy ideas sketch file" for #screenshotsaturday.
No promises these will make it in, not sure if there will be an appropriate dungeon biome or not. But I really like this bunch.