It's subtle, but the text briefly pauses after periods and other punctuation. (And it's automated!) This game has no voice acting but I do feel like the pauses make the characters more lifelike.
As lifelike as tiny little pixel characters can get anyway. ๐
Posts by May and the Amazing Bouquet | Wishlist on Steam!
Next I want to revisit content things like story, items, abilities, dungeons and enemies.
That will have an impact on which pre-refactor features I'll add back in, or rework completely. So for now, things like animations will be kept simple so I can focus on prototyping and testing.
The signpost gag has been re-added ๐, and an enemy. I can customize their behavior much more easily now.
The code refactor is basically done. All the main components were rebuilt and I'm very happy with it now. ^^
#MayGame #indiegame #cozygame
Oh wow!! I did not know about this. Thank you!
docs.godotengine.org/en/stable/cl...
This should work well with a fixed box of text. Not sure about, say, using 3 lines of space to display 6 lines of text by slowly scrolling them in/out, since earlier characters would need to be hidden.
Are you referring to Font.get_string_size() ? That's indeed what's being used here to determine if the words exceed the desired width.
docs.godotengine.org/en/stable/cl...
I have no idea how "canactually" manages to fix itself in the left clip, and I didn't realize until after.
It's...it's old buggy code. My desire to leave the fixed code alone is greater than my desire to find out what happened.
Turns out getting text-revealing, auto-wrapping text that doesn't make words jump across lines as they get longer is a bit of a pain. ๐ซ
Newlines were manually inserted pre-refactor. Now they're automated. One less thing I (and localizers?) will need to put up with. #MayGame #indiegame #solodev
Indie game refactoring continues! Doors leading to other maps work, and barebones cutscene functionality.
Plus LOOOOOTS of changes under the hood. Map editing is so much more convenient now; you have no idea. ๐ฅฒ
#MayGame #indiegame #solodev #cozygame
Ahahaha don't worry no sentient flowers (and this cutscene isn't canon anyway so ๐)
I am deeply sorry for stepping on you. It will not happen again. ๐โโ๏ธ
(thank you!)
I'm very happy with how the interaction trifecta of maps/characters/scripting got overhauled. That was the really major thing that needed changing.
I want to overhaul textbox handling next. It's a more separate system but the old setup lacked some features and there's things I could automate.
Indie game refactoring continues! Doors leading to other maps work, and barebones cutscene functionality.
Plus LOOOOOTS of changes under the hood. Map editing is so much more convenient now; you have no idea. ๐ฅฒ
#MayGame #indiegame #solodev #cozygame
An image of a grayscale screenshot of a game, with a dot-matrix shader applied.
On that note, there's actually a screen-sized ColorRect as a child of said SubViewport that can be equipped with a color-palette shader.
So right now this can handle one color shader and one <insert whatever> shader.
Thank you!
They died for science but don't worry, they got better!
Yes, it's a shader.
I use a Godot SubViewport to render the game at 160x144 and then scale it up. Its parent node is a SubViewportContainer which then adds the lines via a ShaderMaterial.
This setup should let me swap it out for other optional shaders - or disable them.
In fact, the edges of the screen which cause a new area to load are also just solid objects which trigger a room change by walking into them.
They used to be completely different object types. But with the refactor, they're now just four more objects using the same scripting system. Feels nice.
The reason why May mows down 8 people is because the scripting engine is being improved.
NPCs could previously only be interacted with by speaking to them. But now, you can also trigger things by pushing them. Only certain objects could do this before but now all objects will have that capability.
Work on the my game's refactor continues. Jumping, attacks, and scripting are re-implemented.
And also...
Our first graphical filter! This one reproduces the dot-matrix look of old handheld screens, where you could see individual pixels separated by thin lines.
#MayGame #indiegame #solodev
Work on the my game's refactor continues. Jumping, attacks, and scripting are re-implemented.
And also...
Our first graphical filter! This one reproduces the dot-matrix look of old handheld screens, where you could see individual pixels separated by thin lines.
#indiegame #solodev #MayGame
Biggest surprise is probably how much a professional game engine does for you. I'd previously tried not using an engine. But looking through Godot's github, it's amazing how many platform quirks and other things they solve to make it "just work." Things which I'd otherwise have to solve myself.
Hello everyone!
Developer Diary #2 for May and the Amazing Bouquet is now up! I talk about the last 3 months of progress and what's next!
store.steampowered.com/news/app/373...
#gaming #indiegame #cozygame #MayGame #gamedev
Hiya everyone!
It's been awhile since the last official update...
Nonetheless there's been steady progress made on the game on my developer account.
bsky.app/profile/mica...
A devlog covering the past 2 months and what's next will go up on April 1, and official updates will resume then as well!
Thank you! Much appreciated! โค๏ธ
Thanks! I'm glad you like it!
There's not much space on this screen but we should be able to cram in the quest stuff. ๐
There's no (room for, lol) a dedicated Quests menu. This is NOT a game that will have hundreds of quests, so I think incorporating them into the map and item menus will work just fine.
Also, if you're tired of all the UI/menu posts - don't worry! I think there's just 1 more before other things! ๐ค
In my game, quests are represented as "Mental Notes."
You can see these notes on the map screen. ๐บ๏ธ๐
You can also see them on the items screen, on top of items that are part of a quest. ๐ป๐
Quests with no item yet will show an item wireframe. ๐๐
#MayGame #indiegame #cozygame #gamedev #gaming
A screenshot from a Steam page for a game. It reads: "Full Controller Support: Xbox Controllers, Playstation Controllers"
Did more controller testing the last 2 days (including Bluetooth). Made some minor fixes and optimizations too. I now feel confident enough to update the Steam page with this:
๐ฎ Full Controller Support! ๐ฎ
#MayGame #gamedev #indiegame #cozygame
PC and web browser versions are top priority right now (first-time solo-dev so I don't want to overpromise ๐ซ ) but it could happen!
Thank you!! Mission accomplished, then! :D