Phyoke
@phyoke
Indie game dev, occasional Twitch streamer, even occasionaler artist. 🚫 No AI. linktr.ee/phyoke
I'm using a custom dialogue system that breaks up long lines into sizes that'll fit the speech bubbles and treats each new line as a new bubble. I'll be adding Camera/Animation/Movement/etc DialogueActions to dynamically handle speech "cutscenes" entirely via these resources.
I feel like it might read as yelling more than it would otherwise because it’s next to the lower-case option 🤔 Love an excuse to bust out my old Thor comics though haha. Definitely planning on using color and text effects to add some variation and volume too!
Set up a speech bubble that moves so it won't cover the speaker's mouth! Don't have the stem yet to point to the speaker, working on that now. #indiegame #gamedev #godot #n64
Me learning #godot, very dumb: Forward is -Z, not +Z? I'll flip the character model so it faces +Z and base all my physics on that, there's no way that'll bite me a year from now. Me now: Huh getting some weird bugs when I adjust the model's sliding angle #gamedev #indiegame #lowpoly #n64
Hadn't done a ton with tool scripts or property list overrides, it was fun figuring out how to make the dropdowns populate with all the available animations! This Animation Manager isn't a full AnimationTree replacement by any means, but it meets *my* needs and now I can add to it if I need to.
Bit the bullet and fully replaced the AnimationTree with a custom tool script. I needed: - some animations to auto-advance when they finish - simple centralized custom speeds for certain animations Best time to code it right: from the start. Second best time: right now. #godot #indiegame #gamedev
I love #godot but man I've got to believe there's a way to make animation trees usable or at the very least legible once you need more than like ten animation nodes. Most things in my game so far don't, but my player character is ROUGH. #indiegame #gamedev
Eventually (after doing the forward-facing versions of these animations) I'll need to add things like swimming versions, animations of him getting flattened, burned, etc. but I'm for sure waiting until I've got enemies coded that actually deal those damage types first.
Dust clouds when the bellyflop lands: 10 dust clouds spawned in a circle, spaced with a radius of 0.6 units, moving away from the center at a speed of 1.5. Sparkles when collecting a moon: 6 sparkles spawned every 0.25 seconds, appearing in a random direction 0.3 units from the origin.
Wall Jumps Will Work! Simplified the jumps from games like Mario64 where you'd bonk and fall if the timing wasn't tight; I want it to be a tool in the player's kit, not a hard skill check. You'll slide down the wall rather than bonk and can jump at will. #gamedev #indiegame #godot #lowpoly #n64
Another angle. I'm really happy with this animation! This is a run->crouch->jump move, like Mario's long jump.
Brainstorming what to use as health in my game. Levels are dreams you enter, and “dying” is taking enough damage to wake up, so I want it to indicate how deeply you’re asleep. Hearts? Nah. Z’s? Maybe. Then it hit me! 🐽🫧 #gamedev #indiegame
3. Coffee beans aren't shown on the HUD any more, since they'll be a limited collectible (think red coins or jinjos). They make a billboard sprite now that shows how many you've collected in the level so far. The pause menu will still show your total at the top.
2. Tokens/coins are the only thing in the upper-right now. They slide in faster and animate when they tick up.