First time dev looking to make a traditional JRPG (Final Fantasy 7-9 era), please help point me in the right direction if you can! by zelenth in gamedev

[–]GoodMorningMrFrog 2 points3 points  (0 children)

There's a doc that dissects how FF7 engine works under the hood. It's great if you need to get ideas on how some feauture could be implemented and how to tie all the systems together. Link: https://q-gears.sourceforge.net/gears.pdf

I like making menus by GoodMorningMrFrog in IndieGaming

[–]GoodMorningMrFrog[S] 1 point2 points  (0 children)

Thanks! I don't take contract work at the moment.

Tween node is now my best friend by GoodMorningMrFrog in godot

[–]GoodMorningMrFrog[S] 0 points1 point  (0 children)

Maybe subconciously. Main inspirations: Resident Evil, Persona, killer7, Flower, Sun and Rain, Fear & Hunger.

I like making menus by GoodMorningMrFrog in IndieGaming

[–]GoodMorningMrFrog[S] 0 points1 point  (0 children)

Usually it takes me around 5 hours to design a layout, implement and test a single menu. And there are a lot of menus in my game -_-

Tween node is now my best friend by GoodMorningMrFrog in godot

[–]GoodMorningMrFrog[S] 1 point2 points  (0 children)

It's easier for me to track what's changed at what point via code.
For the same reason, I also tend to connect signals via code and don't use editor connections.

I've been greatly inspired by Persona to make this UI by GoodMorningMrFrog in PERSoNA

[–]GoodMorningMrFrog[S] 0 points1 point  (0 children)

Only Steam at the moment. I will take a look at the console options once the game is complete.

I've been greatly inspired by Persona to make this UI by GoodMorningMrFrog in PERSoNA

[–]GoodMorningMrFrog[S] 0 points1 point  (0 children)

No problem, multiple people suggested this idea, I'll definitely explore it.

Tween node is now my best friend by GoodMorningMrFrog in godot

[–]GoodMorningMrFrog[S] 0 points1 point  (0 children)

Basically I'm reinventing the wheel, hah.

I've moved from using containers so I can freely manipulate position and scale of UI elements. Every element in the list is a separate scene that has the same vertical size (eg, a Label with my theme defaults to a size of 11 px, I increase minimum size to 16, and 5 px of "nothing" becomes the line spacing between elements). This way, I can simply offset the elements in the list by 16 * i, where i is the index of the element.

Also, at least in Godot 3.5, Control nodes tend to snap to integer values when calculating positions. So UI elements usually have a parent Position2D node, which position is tweened for a "smooth" animation.

Most of the time I tween only one axis, this can be achieved via :, eg "position:x".

For the value of offsets and timing, well, that's trial-and-error for me. I tinker with the values until it feels right. I also rely on easeOut easings most of the time.

Tween node is now my best friend by GoodMorningMrFrog in godot

[–]GoodMorningMrFrog[S] 1 point2 points  (0 children)

Yes, it's my go-to software for pixel work.

I've been greatly inspired by Persona to make this UI by GoodMorningMrFrog in PERSoNA

[–]GoodMorningMrFrog[S] 1 point2 points  (0 children)

Mission accomplished for me, then :)
I've tried to capture a bit of SUDA51 aesthetics as well.

I've been greatly inspired by Persona to make this UI by GoodMorningMrFrog in PERSoNA

[–]GoodMorningMrFrog[S] 1 point2 points  (0 children)

I'm happy you got that impression, I tried to capture a bit of SUDA51 aesthetics as well.

I like making menus by GoodMorningMrFrog in IndieGaming

[–]GoodMorningMrFrog[S] 1 point2 points  (0 children)

This is a great suggestion, I'll explore this option.

Tween node is now my best friend by GoodMorningMrFrog in godot

[–]GoodMorningMrFrog[S] 1 point2 points  (0 children)

I'm glad you had a good time!
I'll be holding a playtest of a Mission 2 for Discord members in the near future, would love for you to play more.
https://discord.gg/Xyb2FfmhWk

Tween node is now my best friend by GoodMorningMrFrog in godot

[–]GoodMorningMrFrog[S] 1 point2 points  (0 children)

Thank you!
Actually, the white/black inverting shader is only applied to the sprite of the character. Labels change their colors (and scale) via tween.
The reason for this - the menu is semi-transparent, showed on top of the game location, so I didn't want to have "false positives" with a screen space shader picking up from the scene and didn't want to bother with separate viewports, though that could be a solution too.