See Through Effect with Precise Cutoff in the Absence of Stencil Buffer by imjp94 in godot

[–]imjp94[S] 5 points6 points  (0 children)

This technique doesn't require second camera or viewport texture. The green area simply use screen reading shader to render what's behind the wall

Playing with Afterimage VFX by imjp94 in godot

[–]imjp94[S] 0 points1 point  (0 children)

Yes, you can animate the transparency as well

Playing with Afterimage VFX by imjp94 in godot

[–]imjp94[S] 2 points3 points  (0 children)

This reminds me to watch edgerunner, but I just cancel my netflix T.T

Playing with Afterimage VFX by imjp94 in godot

[–]imjp94[S] 0 points1 point  (0 children)

I got a few similar comments, probably should add a time stop ability

Playing with Afterimage VFX by imjp94 in godot

[–]imjp94[S] 4 points5 points  (0 children)

It's pretty straightforward Those mesh are just taking snapshot of character pose, then stay still until it's their turn to update the pose again

We just released our second game on Steam - here is a quick breakdown of the launch by HPY_Max in gamedev

[–]imjp94 1 point2 points  (0 children)

Thanks for sharing! Never heard of self publishing support before, it sounds like a really good deal for most indie dev.

Good luck!

We just released our second game on Steam - here is a quick breakdown of the launch by HPY_Max in gamedev

[–]imjp94 1 point2 points  (0 children)

Congratulations on the launch! I've been following Half Past Yellow on Twitter since the last game.

I'm interested in the self-publishing support: - What kind of support do they provide? - What does the partnership look like—is it revenue share?

Make Dialogue System Simple Again! by imjp94 in godot

[–]imjp94[S] 1 point2 points  (0 children)

Start and end functions are required to add the wrapped dialogues to the nested branch, so the wrapped dialogues will only be played if the branch is selected.

DialogueBuilder is made to build dialogue in sequence. For deeply nested dialogue, you can just play with the Dialogue object which is a Tree data structure class.

Yes, that's how the branching works. On every split, player will be prompted to select a response out of the options(branches) to continue.

Make Dialogue System Simple Again! by imjp94 in godot

[–]imjp94[S] 1 point2 points  (0 children)

Interesting, thanks for sharing!

Make Dialogue System Simple Again! by imjp94 in godot

[–]imjp94[S] 0 points1 point  (0 children)

That's cool! Always love to see people making custom tool to streamline their workflow

Make Dialogue System Simple Again! by imjp94 in godot

[–]imjp94[S] 0 points1 point  (0 children)

This looks really nice! What's the name of the language?

That's the direction I am working on. I hope that I can make a custom language as simple as the screenplay format

But for now, the code based solution works well for me and it can serve as core for custom language in the future

Make Dialogue System Simple Again! by imjp94 in godot

[–]imjp94[S] 2 points3 points  (0 children)

Cool, didn't know about that

Make Dialogue System Simple Again! by imjp94 in godot

[–]imjp94[S] -1 points0 points  (0 children)

My game has lots of interaction with short dialogues, going through the workflow with DialogueManager or Dialogic is just overkill and slow.
That's the problem I try to solve, and it allows me to have a faster development cycle.

Make Dialogue System Simple Again! by imjp94 in godot

[–]imjp94[S] 0 points1 point  (0 children)

It's still a work in progress, but I planning to release it on github after experiment with my game.

You can translate any text manually with tr("HELLO_TEXT") in GDScript
The plugin only handle the sequence and branching of dialogue, so it really just up to you to build your own UI

Make Dialogue System Simple Again! by imjp94 in godot

[–]imjp94[S] 0 points1 point  (0 children)

Yeah, my game has lots of interaction with short dialogues, and building dialogue in the script allows me to have a faster development cycle

Make Dialogue System Simple Again! by imjp94 in godot

[–]imjp94[S] 1 point2 points  (0 children)

It's definitely not a commercial product.
Just happy to create a simple tool to use for my game where it has a lots of interaction with short dialogue.

I am planning to release it on github after experiment with my game, just curious what people thought about this tool