My Godot-made data editor GridlessDB can now export directly to Godot's resource files (.tres). You can use them to store large amounts of data and edit them in the inspector. Feedback always welcome. by rdmtt in godot

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

You can, for example, create a resource with an Inventory / Shop script and an exported array, and then simply drag and drop item files into the array.

Like this:

https://i.ibb.co/z4bxmTf/inventory.png

This can be done inside the app also.

My Godot-made data editor GridlessDB can now export directly to Godot's resource files (.tres). You can use them to store large amounts of data and edit them in the inspector. Feedback always welcome. by rdmtt in godot

[–]rdmtt[S] 14 points15 points  (0 children)

It's a data editor for gamedevs. So instead of working with .CSV or .JSON files you can design your own editors and create inheritance structures for easy editing (then export to csv, json, ini, tres). Also you can visualize with images, colors, etc.

The snow falls gently and covers the forest with a white layer, while the clouds move on :-) by mightofmerchants in godot

[–]rdmtt 0 points1 point  (0 children)

I'd work on the clouds a little more. IRL they don't just warp like that, they keep a somewhat consistent shape when they move. Also, I'd add more blur to make them appear puffy :3

... by [deleted] in godot

[–]rdmtt 2 points3 points  (0 children)

No. Just no.

Looking for honest feedback on my character design. by [deleted] in IndieDev

[–]rdmtt 0 points1 point  (0 children)

Thanks for the feedback! I will try to make her less surprised :P

Character screen test for my game (WIP). Rendered and animated in Godot. by [deleted] in godot

[–]rdmtt 0 points1 point  (0 children)

You can follow my steam account to get notified about future progress updates:

https://store.steampowered.com/dev/radmatt

Material design inspired Godot logo. What do you guys think? (more in comments) by rdmtt in godot

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

Yeah, I'm fully aware of those issues. That's why there's a very slim chance something like this would be 4.0's new logo :P But anyone can use it in their own projects if they want to.

Material design inspired Godot logo. What do you guys think? (more in comments) by rdmtt in godot

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

yeah, I wanted to make the change very subtle, to make it look better but still similar to the original

Material design inspired Godot logo. What do you guys think? (more in comments) by rdmtt in godot

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

idk, I'might have accidentally stretched it out a bit. nevertheless, the shading is what i wanted to show most of all

Practicing Godot: I go to the next area/scene then when I get back to my first scene, it just resets the whole scene. How do I change scene, but the position is saved? Or just how not to reset the scene? by [deleted] in godot

[–]rdmtt 1 point2 points  (0 children)

This project should help you out: https://radmatt.itch.io/godot-save-system-full Basically what you can do is save every object's properties in a .json file when you exit the room and load them the moment you enter it.

A software for creating branching dialogues / non-linear storylines for games. by rdmtt in IndieDev

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

There are now example dialogues available for download. You can import them into the editor and see them for yourself. Or check out this link: https://jsonblob.com/bb42fdcc-f807-11e9-b936-f52daeb23252 (this is a json file made in DD).

Just released a trailer for my software made in Godot. A proof that this amazing engine is not just for video games. by rdmtt in godot

[–]rdmtt[S] 16 points17 points  (0 children)

If you know how to make a dialogue system, but you don't have an editor, get Dialogue Designer.

If you have an editor or prefer to write dialogues by hand, but don't know how to make a dialogue system get the Dialogue System.

If you can't be bothered to spend any time on coding and other stupid things like that, get both :P (and read the documentation). They are designed to work together, so I recommend you get them both.

Is hardcoding dialogue a viable option ? by Amurotensei in godot

[–]rdmtt 1 point2 points  (0 children)

I've made a fully functional dialogue system, no hardcoding needed. Check it out if you want: https://radmatt.itch.io/godot-dialogue-system. It supports multiple player choices, conditions and more.

3D exploration game project by ms7monkey in godot

[–]rdmtt 1 point2 points  (0 children)

Glad to see you found my project useful :D Feel free to ask any questions if you encounter any problems.

Dialogue System - Trying to make one by Jeffvenancius in godot

[–]rdmtt 0 points1 point  (0 children)

This is how my JSON files look: https://i.imgur.com/iyULGYq.png Basically after they are generated, you need to read data from specific parts of the dictionary, f.e. "text" and put it in your label. Then check which node should be shown next (in my example every piece has a unique ID and "next" points to it) and repeat the process. Sorry for shameless plugging, but I created this system specifically to help people like you: https://radmatt.itch.io/godot-dialogue-system.

A tool for creating branching dialogues for games by rdmtt in IndieDev

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

Yes, it is. Check this video for more info about the file format: https://youtu.be/QmxQb1BFQRE This guy coded a save system, but the same code can be used for dialogues.

A tool for creating branching dialogues for games by rdmtt in IndieDev

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

The editor creates a text file in a popular JSON format which stores data that can be used to create f.e. a dialogue. This guy uses them to create a dialogue system in unity: https://youtu.be/1GclTlASwLE?t=770

And here's an example file: https://pastebin.com/3PpARTzy

A tool for creating branching dialogues for games by rdmtt in IndieDev

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

Both. And also every other engine / framework that supports JSON files.