Here is me playing through a short quest in an old tutorial room. I like this video since I engage with a lot of the mechanics I've been working on.
Ngl I kinda want to have combat take place on the same scene as exploration, you know Chrono Trigger/Sea of Starsy. However, to do that I'll need to do a lot of tweaking to my code and spend a lot of time redrawing enemy sprites I already made...
"Oh, great, another game falls prey to Yellow Paint Syndrome" well, gee, my guy, maybe if we didn't demand hyper-photorealism in every game regardless of context, modern platformers might be able to develop a visual language that doesn't require painting a sign on every single interactable feature to render it distinguishable from the clutter.
escape 1981
akira TORIYAMA 鳥山明
#鳥山明 #akira TORIYAMA #Dragon Ball #toriyama akira #manga #TORIYAMA akira #Dr.スランプ #ドラゴンボール
Slowly putting it together... It's just undergoing a few hiccups, totally not bugs arising from my janky programming skills
Punting everything over from twitter is a bit tedious. At least reposting everything slowly gives me time to make things I should've made while wasting time... I guess?
Oh yea I guess take a look at this super old UI, it looks different now... in the future. Well if I ever get to implementing it instead of tweaking it left and right
So uh scroll bars and the scroll container node suck. I just kinda hate them. This is probably the first time I got them to work the way I wanted lol. I also got it to do this which I think was pretty cool:
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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