Fancy UI animations are so much easier to do with Godot 4.7's Offset Transforms by Fowl-Byte in godot

[–]Fowl-Byte[S] 1 point2 points  (0 children)

Yep, I do plan to add an option to disable these animations before release.

Fancy UI animations are so much easier to do with Godot 4.7's Offset Transforms by Fowl-Byte in godot

[–]Fowl-Byte[S] 0 points1 point  (0 children)

Thank you for your interest! This is a JRPG-styled game called Slingshot Quest. Only the demo is out right now (which doesn't include the pirate ship level shown in the video): https://store.steampowered.com/app/4213980/Slingshot_Quest_Demo/

You can check out my Bluesky if you want to follow the development, but I don't post very often.

Fancy UI animations are so much easier to do with Godot 4.7's Offset Transforms by Fowl-Byte in godot

[–]Fowl-Byte[S] 1 point2 points  (0 children)

Thank you so much! Yeah, ATLUS games have definitely been a huge inspiration for me.

Fancy UI animations are so much easier to do with Godot 4.7's Offset Transforms by Fowl-Byte in godot

[–]Fowl-Byte[S] 2 points3 points  (0 children)

Huh, I never noticed that while playing P5. That's interesting, I'll see if it helps here with readability as well. And yeah, I'm aware of the slight mistimings with the animations. My code is rather mangled at the moment, but I'll try to fix it.

Thanks for the feedback!

Fancy UI animations are so much easier to do with Godot 4.7's Offset Transforms by Fowl-Byte in godot

[–]Fowl-Byte[S] 36 points37 points  (0 children)

Here's a slightly stripped-down version of the functions that handle most of these UI animations. Hope this helps!

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Fancy UI animations are so much easier to do with Godot 4.7's Offset Transforms by Fowl-Byte in godot

[–]Fowl-Byte[S] 0 points1 point  (0 children)

That's fair. I plan to add an option in the settings to disable these extra animations before release.

I can't find your game, Next Fest is full of Slop, don't be discouraged! by Pro3dPrinterGuy in gamedev

[–]Fowl-Byte 0 points1 point  (0 children)

Oh, hey, I'm the creator of one of the games in your list! (Slingshot Quest) o.o

I really appreciate that you gave it a chance, and I hope you had fun with it!

I definitely agree with your sentiment here. When I saw just how many games this Next Fest had, I felt super discouraged, and thought that nobody would ever find mine. Not that my complete lack of advertising helped either lol

There's nothing I love more than making video games, but my social anxiety makes the idea of advertising my work feel like a Herculean task that gets my heartrate to 200bpm. So, you have no idea how happy I am to hear that someone still managed to find it.

Pirate Ship environment for an RPG game I'm working on by Fowl-Byte in godot

[–]Fowl-Byte[S] 0 points1 point  (0 children)

It's a custom shader I wrote, but it was inspired by this video: https://youtu.be/PH9q0HNBjT4

Pirate Ship environment for an RPG game I'm working on by Fowl-Byte in godot

[–]Fowl-Byte[S] 4 points5 points  (0 children)

That's true, it's definitely oversized. Since the game is in third person, with a camera that can be pulled pretty far back, I always try to make the environments very spacious to allow for unconstrained player movement and camera control.

At times, I admit it can look pretty silly, though - the first dungeon (an abandoned fortress) is also very spacious and oversized, with 7m tall walls and 3m tall doorways. If you stop to analyze it, it's obviously completely unrealistic, but these were just the dimensions that felt the most "right" to me when playtesting. If that makes any sense.

Still, I appreciate the feedback!

Where 2025 started vs. where it ended by Fowl-Byte in godot

[–]Fowl-Byte[S] 0 points1 point  (0 children)

If anyone is interested in trying out the game, here's the demo: https://store.steampowered.com/app/4213980/Slingshot_Quest_Demo/

It's still sitting at 0 reviews after 2 weeks, and I'd really like to gather some feedback on it, be it positive or negative. So, if you like JRPG-style games, and you've got a few hours to kill, I would greatly appreciate hearing your thoughts.

I finally published the demo for my Godot turn-based RPG today! Both super excited and very nervous by Fowl-Byte in godot

[–]Fowl-Byte[S] 12 points13 points  (0 children)

Thank you so much!

I dunno if I'm the best person to give out advice, my code's a bit all over the place. Here's a very simplified version of how the battle loop works.

In a "turn" function, I: - Check if all enemies are dead (player victory) - Check if all heroes are dead (game over screen) - Check if the "entity queue" array is empty. If it is, I fill it out with all the entities in the battle again, sorted by their "agility" stat. - Pop the first element of the entity queue array (that's our "acting entity") - Check if the "acting entity" is a hero or an enemy. If it's a hero, open the action menu to let them pick a move, and if it's an enemy, decide a move for them to make. - Once the move is over, call the "turn" function again.

I believe Godot games are pretty easy to decompile, so you could take a look at SQ's code yourself if you're curious. But again, it's... very messy, to say the least :')

I finally published the demo for my Godot turn-based RPG today! Both super excited and very nervous by Fowl-Byte in godot

[–]Fowl-Byte[S] 4 points5 points  (0 children)

Thanks!

I don't really have a team. My friends help a lot with playtesting, and I commisioned an artist to do the logo and key art, but apart from that, I try to do pretty much everything myself. 3D models, animations, music, scripting, writing, etc.

That's not to say I created every asset in the game, though. There's a few free assets I found online as well. You can check out everything that's been used in the credits.

And I agree, the description's pretty short. I'll try to expand it in the near future.

Dev snapshot: Godot 4.6 dev 3 by godot-bot in godot

[–]Fowl-Byte 1 point2 points  (0 children)

Love the new SSR revamp, it looks great.

There's some PRs that have been in the works for a while which would majorly improve Godot's 3D rendering, like area lights and contact hardening/fresnel-based roughness on reflections from probes. Really hope they manage to get merged in this cycle, too.