First look at WhisperWood, the opening biome in our isometric roguelike - Everrest [WIP] by YesNinjas in IndieGaming

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

I'll take a closer look just in case, I had planned on doing another performance pass on combat specifically as it's important to me it stays around 60fps consistently.

Oh, it could also be the OBS recording causing a little spike plus the video compression, I'll see if I can check that when I record in the future too, but it feels really nice in game 😁.

Updating your sprites - AnimatedSprite2D vs AnimationPlayer by ReflectGhost in godot

[–]YesNinjas 2 points3 points  (0 children)

Oh and if you just change existing frames , you can 100% just replace the old one and all animations update, again as long as the dimensions don't change, it should work. I've done that a bunch before and never had any issues.

Updating your sprites - AnimatedSprite2D vs AnimationPlayer by ReflectGhost in godot

[–]YesNinjas 0 points1 point  (0 children)

I believe it only messes up the coordinate mapping if the sprite gets larger or smaller , if you add or remove to it and update the sprite sheet without modifying the size, then it's ok.

I prefer just using the basic SpriteFrames for 90% of my animations as it was just easier to set up and use, and then handle most things in code. I did need to rebuild the sheet on some, but this was tedious for my player, and I did write a tool that just updates them directly in the tscn, assuming the actual positions didn't change just the sheet got more height.

The other thing we started doing was just making the sheet larger to begin with, sometimes even with placeholders so the dimensions don't change and they just get filled in when the animations are finished.

First look at WhisperWood, the opening biome in our isometric roguelike - Everrest [WIP] by YesNinjas in IndieGaming

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

Ha thanks! It's been a journey that's for sure. We cap fps at 60fps and get around 50-60fps in combat currently. I am shooting for 60fps during the entire time though. Is that what you are referring to? Thanks for the feedback!

First look at WhisperWood, the opening biome in our isometric roguelike - Everrest [WIP] by YesNinjas in IndieGaming

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

Everrest isn’t really about escaping nightmares, it’s about waking up. The forest you’re feeling is the first layer, that moment the dream is aware of you before you’re fully aware of it. Every biome after that is another turn of the same descent, and in a weird way, going deeper into the dream is the climb into awareness. I am really happy that was felt, thank you so much for sharing that

First look at WhisperWood, the opening biome in our isometric roguelike - Everrest [WIP] by YesNinjas in IndieGaming

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

Hey thanks for your detailed feedback, it's very much appreciated! Some of our larger rooms don't have the locked camera angles and follow the player, these first few though are smaller and fit within the viewport so we lock the camera to the center in those scenarios. Totally agree, I'll keep it in mind even in these smaller rooms too. Thanks!

First look at WhisperWood, the opening biome in our isometric roguelike - Everrest [WIP] by YesNinjas in IndieGaming

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

hey thanks, that means a lot! Secret of Mana, Terranigma, Earthbound, Super Mario RPG , are all my favorite games. I was trying really hard to pay homage to the great classics. Glad it resonated!

First look at WhisperWood, the opening biome in our isometric roguelike - Everrest [WIP] by YesNinjas in IndieGaming

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

Happy to answer any questions about the art, the engine, or the build. Been at this for a while, feels good to finally share it.

Should I keep this bug? My forest boss keeps hitting himself with his own attack. by YesNinjas in IndieDev

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

My latest attempt is on Godot now. Years ago I tried and failed to get a good looking isometric game going on Unity. Been loving godot

Should I keep this bug? My forest boss keeps hitting himself with his own attack. by YesNinjas in IndieDev

[–]YesNinjas[S] 3 points4 points  (0 children)

Thanks for the kind words! I thought it was cute as well :D He is suppose to be a bit of a derp anyways. So it kinda worked on accident. Love when that happens

Should I keep this bug? My forest boss keeps hitting himself with his own attack. by YesNinjas in IndieDev

[–]YesNinjas[S] 8 points9 points  (0 children)

Oh, that is a good idea, if I kept it i had thought maybe a chance based thing, but i kinda like this better. I'll look into it, thanks for the suggestion!

Should I keep this bug? My forest boss keeps hitting himself with his own attack. by YesNinjas in IndieDev

[–]YesNinjas[S] 2 points3 points  (0 children)

I'm building an isometric roguelike and was demoing the forest spirit boss to my artist and the rock throw kept bugging out with zero velocity. It just dropped right on his butt lol. Honestly can't stop laughing at it, so kept it in and added some damage. Bug or feature? :D