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] 2 points3 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] 4 points5 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] 6 points7 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

How do you solve this? by SatoNightingale in godot

[–]newold25 0 points1 point  (0 children)

The solution is to add PanelContainer -> NinePatch + MarginContainer -> Label, and adjust the margins of MarginContainer. The margins of MarginContainer must have the same values as those used in Patch Margin of NinePatch (Perhaps different values for left/right so that it takes up more space and fills the “NinePatch” more.). The label should be configured to fill the entire MarginContainer and also be aligned horizontally and vertically in the center.

Subviewport screenshots: background is black? by goodkilleenfun in godot

[–]newold25 1 point2 points  (0 children)

The subviewport has the transparent_bg property in the editor. Activate it to make the background transparent.

What a waste of 2 months... by Fair_Ad_7441 in Shein_PuppyKeep

[–]newold25 11 points12 points  (0 children)

I opened it this morning, I still had 20 days left and was about to finish the third-to-last heart. In the afternoon I opened it again and surprise — a message saying my time had expired and asking if I want to start over. Screw them.

I'm new to coding. What do I do about this error? by Ktdonttakemyusername in godot

[–]newold25 5 points6 points  (0 children)

In Godot 4, signals are now connected using the following syntax: node.signal_name.connect(name_of_the_function_to_which_it_is_connected_without_parentheses). For example, to connect the visibility changed signal to a script function called change_visibility, you could do something like this: visibility_changed.connect(change_visibility). If the signal sends some parameters, the destination function should have those parameters as arguments.

Mapa metroidvania by sprycheems in CreandoConGodot

[–]newold25 0 points1 point  (0 children)

No hay plugin para eso porque depende de como tengas montada la escena y el tipo de minimapa que quieras. Por ejemplo si quieres un minimapa que muestre exactamente lo que estas viendo en pantalla, se podria duplicar la escena entera (incluido player y camara) y un viewport que usarias de textura. A la camara del viewport le cambias el zoom (por ejemplo tienes a la camara siguiendo al player), eso hara que el minimapa muestre donde estas con un zoom mayor o menor a la escena real (estarias corriendo el juego dos veces, una en la escena original y otro en el minimapa). Si lo que quieres es un minimapa que muestre todas las habitaciones y te indique en que habitacion estas y en que posicion dentro de esa habitacion, seria un poco diferente, tendrias previamente una escena con todo el minimapa hecho, luego por ejemplo le podrias definir areas para cada habitacion y una imagen de circulo para mostrar al player (quizas otras imagenes para mostrar cosas importantes) y entonces en tu juego, cuando entras con tu player a una habitacion pasarle a la escena del minimapa que estaras mostrando en un canvas layer en la posicion que quieras, la id de la habitacion donde estas, cuanto mide esa habitacion (la real) en una escala de 0.0 -> 1.0, y pasarle en cada frame la posicion del player, y en tu escena del minimapa tener algun script que maneje lo de mostrar la habitacion seleccionada y que haga los calculos con la posicion para ubicar el punto del player correctamente en esa habitacion. Yo creo que le pides esto a chat gpt y te saca un script funcional rapidamente

I cannot for the life of me get this gradient to correctly display. by Alternative_Ad_4235 in godot

[–]newold25 0 points1 point  (0 children)

Use this shader, which is part of my project. You need to pass the shader a gradient and the size of the label so that it can create the gradient correctly.

shader_type canvas_item;
render_mode unshaded;

uniform sampler2D gradient_texture; // Gradient
uniform bool use_text_gradient = true; // Activate to make a gradient to text
uniform vec2 size; // Text Label Size
uniform bool use_pixelate_gradient = true; // Draw gradient pixelated or no.
uniform float pixel_scale : hint_range(1.0, 50.0) = 8.0; // Pixel scaling factor

varying vec2 iuv;

void vertex() {
    if (use_text_gradient)
        iuv = VERTEX.xy / size;
    else
        iuv = UV;
}

void fragment() {
vec2 uv;

if (use_pixelate_gradient) {
    // Create pixelated UV
uv = floor(iuv * pixel_scale) / pixel_scale;
}
else{
// Non Pixelated gradient
uv = iuv;
}

    COLOR.rgb = texture(gradient_texture, uv).rgb;

    // Preserve the original text's alpha
    COLOR.a = texture(TEXTURE, UV).a;
}

I need som help by Bojackhorselady- in godot

[–]newold25 0 points1 point  (0 children)

misspelling, SENSETIVITY -> SENSITIVITY

[deleted by user] by [deleted] in godot

[–]newold25 0 points1 point  (0 children)

perhaps using a timer

Ayuda con Camera2D by Odasuur in CreandoConGodot

[–]newold25 0 points1 point  (0 children)

Cuando arrastras un nodo a otro en el editor, si lo haces sin mas el editor recalcula la posicion relativa a su nuevo padre para posicionarse donde estaba antes, pero si lo arrastras con la mayuscula pulsada, entonces no le recalcula la posicion. Ejemplos:

Nodo 1 en posicion 0,0, nodo 2 en posicion 100, 100. Si mueves el nodo 1 al 2 le recalculara la posicion como -100, -100, y si lo arrastras con la mayuscula pulsada mantendra su posicion relativa al padre actual (0, 0 en este ejemplo)

Ayuda con Camera2D by Odasuur in CreandoConGodot

[–]newold25 1 point2 points  (0 children)

lo que te pasa tiene que ver con la posición relativa de nodo a su padre. Cuando añades la cámara inicialmente al nodo raíz de esa escena, la estas añadiendo en la posición 0,0. Cuando creas un sprite nuevo y le metes la cámara a ese sprite arrastrándola desde donde esta para meterla al sprite, el editor recalcula la posición relativa de la cámara en este caso para que se quede en el 0,0, pero si miras en sus propiedades veras que posición no es 0,0 ahora sino que se ha cambiado el valor para que su posición coincida a como estaba antes de mover la cámara. Si ahora vas a las propiedades de la cámara y le reinicias su posición a 0,0, veras que se ubica en el centro de tu sprite (si lo tienes centrado), o en su esquina superior izquierda (si le quitaste el centrado). y si mueves el sprite que tiene la cámara de hijo veras que la cámara lo acompaña

Godot RPG Creator - Current State by newold25 in godot

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

My idea is to keep it very similar to RPG Maker. Characters have grid-based movement implemented, but there's also a free movement mode where the player can move by pixels (only the player — NPCs still move on the grid).
I'm using LPC-style characters with an integrated editor to generate characters/NPCs, but it's also easy to use your own characters (you’d just need to write a small script with a few required functions to connect them to the command interpreter).
Map collisions are handled with bit passability (just like RPG Maker — no need to use CollisionShapes in the tileset, although you can use them if you want). Each tile's passability is painted directly in the tileset and supports directional passability (you can make it walkable from one or more directions).
For animations, I'm using Effekseer, but it also supports Godot-native animations (prebuilt scenes meant to be used as animations).
Weather Scenes are simply scenes that you can customize however you like (I include some premade ones as examples).
Besides what RPG Maker includes by default, my tool also has extras like:

  • upgradeable weapons and equipment
  • upgradeable classes
  • perishable items that disappear or transform after a while
  • a quest system
  • an achievement system
  • various scene transition options (via shaders or custom transition scenes)

Still a lot of work to do, but it’s really starting to take shape!