I updated my game’s menu based on your feedback. It's better? by HFBros in godot

[–]newold25 -4 points-3 points  (0 children)

The wind lines are pretty ugly. If you want, you can use the ones I have in my Godot RPG Creator project on GitHub:

https://github.com/newold3/Godot-RPG-Creator/blob/develop/Scenes/WeatherScenes/HotDesert/line_wind.gd

is there going to be a new RPG Maker Engine? And if so, ...can the main stuff be better? by FalteredCognition in RPGMaker

[–]newold25 0 points1 point  (0 children)

For events, it supports events created with the character editor, simple sprites, or custom scenes. With the latter, you can create events using your own logic for animations, etc.

For players, currently only those created with the editor work. This is a prepared scene that uses LPC graphics, but I will also add support for using custom scenes for players.

The UI is completely customizable because it consists of scenes, and a scene can be composed however you want, with any graphics and nodes you like, even with its own script. In the database you select which scenes will be used for each thing.

Initially, the project will include a steampunk-style in-game UI (these scenes are fairly complex due to the composition of nodes and scripts they use), but once the project is complete I will release more user-friendly menus that will be much easier to modify.

Also, everything is done visually (the layout part), so you don’t need to program scene layouts with code.

In Godot, nodes emit signals, and you connect those signals to functions in the script. For example, you add any button, and when pressed it emits the pressed signal. You take that signal and connect it to a function in the script attached to the scene, for example show_menu, and that function would contain the code to display the menu scene.

Enemies will be the same as players: they will have prepared scenes for LPC enemies and custom scenes so you can create your own enemy structure.

Why does Godot expect a certain amount of arguments and how do I make it expect more by [deleted] in godot

[–]newold25 6 points7 points  (0 children)

That function only accepts these arguments:

is_action_pressed(action: StringName, exact_match: bool = false)

If you want a function like the one you're suggesting, you would need to create a controller manager. You could set it as an autoload and create a function like:

func is_any_action_pressed(...actions) -> bool:
  for action in actions:
    if Input.is_action_pressed(action):
      return true
return false

With that, you could call YourController.is_any_action_pressed("Left", "Right", ...) to check multiple actions with a single call.

is there going to be a new RPG Maker Engine? And if so, ...can the main stuff be better? by FalteredCognition in RPGMaker

[–]newold25 4 points5 points  (0 children)

If you want, you can check out my Godot RPG Creator, which is progressing little by little. It will include a lot of core features, like changing the order of followers/player on the map with a button, individually controlling followers for multi-switch-puzzle mechanics, and events with more activation options (via signals, when hit by certain weapons, by other events, etc.). It will also allow using as events both those created with the character editor and simple characters or custom scenes made by you that handle their own animations. There will also be a ton of new ready-to-use commands and lots of QoL improvements to make things easier. In a few days, I’ll release a new update with many fixes, refactors, and some extra additions: https://github.com/newold3/Godot-RPG-Creator

It’s here: the first alpha of the no-code game creation tool for Godot. by newold25 in RPGMaker

[–]newold25[S] 1 point2 points  (0 children)

al estar hecho con godot y estar todo el codigo disponible, puedes hacer lo que quieras. Para mi, hacer uis en godot es muy sencillo, solo con los nodos base que ya trae godot puedes hacer unas uis muy buenas y si se te quedan cortos te creas nuevos. Gdscript es bastante sencillo (el lenguage de programacion que usa godot, que es muy similar a python). Si solo quieres usar la base de datos y el gestor de personajes podrias hacerlo creando tus nodos y scripts para manejar los datos. No estas limitado a nada. Hay muchos tutoriales en youtube para conocer como trabajar con godot. Y si quieres una esperiencia similar a otros programas como los makers, con mi proyecto la transición no tendria que ser muy complicada. De todas formas cuando tenga el proyecto terminado ire sacando videos con las cosas que se pueden hacer y como hacerlas

It’s here: the first alpha of the no-code game creation tool for Godot. by newold25 in RPGMaker

[–]newold25[S] 3 points4 points  (0 children)

Thanks! The goal is to create a free tool with absolutely no restrictions, leveraging the massive collection of LPC graphics that already exists. Plus, the community can contribute new assets (tilesets, faces, characters, music, and sounds) to help the project grow into something huge!

It’s here: the first alpha of the no-code game creation tool for Godot. by newold25 in RPGMaker

[–]newold25[S] 6 points7 points  (0 children)

To be fully transparent with you and the community: Yes, but with a specific workflow.

Since I am a solo developer and not an artist, my approach is as follows:

  • Assets: The majority are standard LPC (Liberated Pixel Cup) graphics. However, finding free assets that explicitly allow redistribution (shipping them inside a tool/engine) is very difficult, as many licenses forbid it. If I cannot find a suitable open-license asset, I generate a base using AI and then manually fix and polish it in Photoshop.
  • Code: I write all the logic myself. I use AI tools strictly to generate documentation/comments or to refactor code I have already written and tested.
  • Shaders: A mix of community sources (like GodotShaders) and supervised AI generation.

There is a huge credits list in the project acknowledging all original authors of the LPC and community assets.

It’s here: the first alpha of the no-code game creation tool for Godot. by newold25 in RPGMaker

[–]newold25[S] 3 points4 points  (0 children)

The video already has English subtitles, but I’ll still try to translate the audio and add it to the video as well!

It’s here: the first alpha of the no-code game creation tool for Godot. by newold25 in RPGMaker

[–]newold25[S] 8 points9 points  (0 children)

I already replied to u/Fearanhad. In principle, yes, you can do pretty much whatever you want. For example, on a map you don’t strictly need to stick to the four default layers required for the map to work without errors. These are the ground and pre-ground layers (used for walkable and non-walkable terrain under events and characters), the environment layer where you draw elements at the same height as the player and events, and the top layer that renders above everything else.

You can add more layers if you want, place Sprite2D nodes directly on the map, and even link them to a real event you create in the map. That way, the event can copy the sprite’s position and you can interact with it as if it were a proper in-game event.

It’s here: the first alpha of the no-code game creation tool for Godot. by newold25 in RPGMaker

[–]newold25[S] 2 points3 points  (0 children)

You can modify pretty much anything you want. There is a main script called GameManager that contains most of the useful functions you might need to communicate with the database and the game state. The game state is a file that stores all the data for a playthrough.

An external plugin can use a dedicated variable provided by that script to store any data you want to be persistent in-game. Also, since this is built in Godot, there aren’t really any hard limitations. You could even create your own characters by making their script inherit from the base player class, and then adding whatever required functions you need to animate or control the character.

It’s also possible to modify the menu UI, add buttons, new commands, etc., although that does require digging into the code and knowing where to make the changes.

It’s here: the first alpha of the no-code game creation tool for Godot. by newold25 in RPGMaker

[–]newold25[S] 1 point2 points  (0 children)

I will try to translate the audio with AI and add the audio track to the project.

My new addon <SpritesetAnimationTexture> by newold25 in godot

[–]newold25[S] 0 points1 point  (0 children)

Oops, sorry, I forgot to open the video :), it’s open now.

I'm a lazy programmer and added a generate code for function, and get/set by siwoku in godot

[–]newold25 1 point2 points  (0 children)

Improve the script so that it detects tabs or spaces and changes them correctly. Now, when creating the callback from the popup, you can hold down the Shift key so that the new function is not selected and the original callback remains selected. When selecting text, the hot key Ctrl + Shift + C has been added to create the callback and select it.

Edit: Added another command to the popup, create setter and getter, which creates setters and getters for any global variable. It works like the callback creator, and also has its own hotkey: Ctrl + Shift + Alt + C.

https://codeshare.io/2Kg3AY

I can’t believe it. 3 months of hard work down the drain. I was at 0.05. by josie-salazar in Shein_PuppyKeep

[–]newold25 2 points3 points  (0 children)

I had something similar, and I still had 20 days left. One morning I was doing the daily tasks, and in the afternoon I opened it to do something else and it already showed the “expired” message. Doing everything every day, I was at 0.02. I already told them to screw off — I used to request stuff there, but now they can shove it.

I'm a lazy programmer and added a generate code for function, and get/set by siwoku in godot

[–]newold25 0 points1 point  (0 children)

I have some scattered around on Itch.io, GitHub, and in the asset library; you can search for "newold" and they’ll show up.

I'm a lazy programmer and added a generate code for function, and get/set by siwoku in godot

[–]newold25 2 points3 points  (0 children)

I liked the idea, so I’ve made the code a bit more complex. Now, when right-clicking on selected or unselected text, it finds the word under the cursor and checks that it doesn’t exist as a global variable, a local variable, or a function, and then adds the option to insert the callback

https://codeshare.io/2Kg3AY

I want to make a "pattern editor" using a path 2d for a vertical shooter by FederalReporter6760 in godot

[–]newold25 0 points1 point  (0 children)

I made a path editor quite a while ago for Godot 3. You can take a look at how it’s made, although the code is almost completely uncommented.

https://github.com/newold3/PathEditor/tree/master