Skip to content
Permalink
Branch: master
Commits on Jan 22, 2019
  1. Tweaks and preparation work

    CultOfApe committed Jan 22, 2019
    - made transition to new map location half the time
    - created contactData json and loaded into contactData library at game init. TODO: use to populate phone UI instead of hardcoded like now.
    - created devaun_phone.json. Needs flags in dialogue.gd to work. Need to think about how to best structure.,
    - reorganized load_scene() func in global.gd
    - renamed location var to locationData
  2. proper code offset

    CultOfApe committed Jan 22, 2019
    proper code offset
  3. global.gd stuff

    CultOfApe committed Jan 22, 2019
    Made load_scene() a bit more compact by offloading envrionment lighting to it´s own function.
    
    Also, added flag for 2d adventure games. code is mostly copied and pasted from 3d adv game, but since it isn´t actually called yet, that´s fine, for later to fix and clean up.
Commits on Jan 20, 2019
  1. Time of day environment light changes

    CultOfApe committed Jan 20, 2019
    code now checks whether environment is interior or exterior. Only changes environment lighting if exterior. Interior is lighted like morning for now. Fairly easy to add conditionals for interiors with window towards the exterior, but for now KISS...
  2. context sensitive cursor bugfix

    CultOfApe committed Jan 20, 2019
    previous change made it so cursor would not change to default when phone UI closed done regularly.
  3. Better context sensitive cursors

    CultOfApe committed Jan 20, 2019
    Made dialogye window use arrow icon when dialogue starts, and revert to default when ended. Was tricky for phone calls, since toggleing UI overlay sets cursor to default, so added an extra condition to make sure it applied the correct cursor.  Created a global change_cursor to be able to call it from other gdscripts than ui.gd. Will need to  divert all change cursor calls from local to global later.
Commits on Jan 19, 2019
  1. Better map location change transition

    CultOfApe committed Jan 19, 2019
    A more sane solution. Instead of capturing screen after map is closed and then change location, we know capture the screen with map, hide the map and load the new location. Much simpler, looks great.
Commits on Jan 18, 2019
  1. bugfixes to get started again

    CultOfApe committed Jan 18, 2019
    First commit in a while. getting started slowly by fixing a few smaller bugs in the inventory UI. Added some comments in parts where I had problems understanding myself what was going on, removed debug prints.
    
    Tweening is behaving weirdly in 3.1, noticable when changing locations, new locations pops in and then starts to tween from invisible.
Commits on Jun 6, 2018
  1. event overrides revisited

    CultOfApe committed Jun 6, 2018
    eventOverride is now correctly populated in global.gd, however it´s not used due to a conditional not being run if there are no actors in the scene. To fix tomorrow, need sleep.
  2. Preparatory work towards a flexible adventure game template

    CultOfApe committed Jun 6, 2018
    Added some checks for gametype to player.gd, since we´ll either use vector2 or Vector3 depending on type of game. Also added some initial code (commented out for now) for changing 2d player sprite direction
    
    The flags for gametype are:
    
    3D Point n Click
    2D Point n Click
    Visual Novel
    
    Think I can have 2d player movement ready this weekend, since much is in place already.
  3. Work on test scenario to validate event system

    CultOfApe committed Jun 6, 2018
    Found out why talkData wasn´t updating after Devaun phonecall.
    
    This solution works for this scenario, but I need to create a better way of updating dialogue for all locations (maybe a specific function for that, or just refactor location jsons to recognize default dilaogue, would make things a lot easier).
    
    If you talk to Ellie after the phonecall, the dialogue has chanqed. An event has been scheduled, but will probably crash the game right now, lol.
    
    Will fix when I come home from work tonight :)
Commits on Jun 5, 2018
  1. dialogue.gd - neverending refactor...

    CultOfApe committed Jun 5, 2018
    Time for the "progress" section, which didn´t update charData properly. Now it does, but it seems I´ve hardcoded Ellie´s dialogue tree somewhere, and it doesn´t update, lol (note to self: check global.gd, world.gd and ellie.gd for possible culprits). Just a matter of backtracking, but now time for danceclass :)
  2. game events refactor

    CultOfApe committed Jun 5, 2018
    Ok, this gave me quite some headache, and in the end I had to change the structure of global.gameEvents.
    
    Background: I had originally envisioned the possibility of having more than one event at the same timeofday, so I made an array for each event, which turns out makes everything a mess.
    
    Now gameEvents is pure dictionary and a lot easier to work with. If events conflict in the game, you will be prompted to decide if you want to cancel any other event already booked at same timeofday, and consequences will be regular oneoff events.
    
    No, when you talk to Devaun on the phone, the event triggered is added properly to gameEvents.
    
    I was hoping to get event notifications done by today, let´s see if I have the stamina later. At least we have a simpler system now, that should cause less headache in the future.
Commits on Jun 4, 2018
  1. Dialogue.gd - event handling WIP

    CultOfApe committed Jun 4, 2018
    Another part of dialogue that has become out of synch with the rest of the event system. I´m close to sorting it out properly but I´ll finish it up tomorrow
  2. More dialogue.gd fixes

    CultOfApe committed Jun 4, 2018
    Building on previous commit, code always initiated dialogue with data from global.charData. Didn´t account for dialogue overrides in the location json.
    
    When you revisit really old code that works for the narrow scenario you´ve given it, but contains a bomb ready to explode if you poke it wrong...
  3. Dialogue system tweaks

    CultOfApe committed Jun 4, 2018
    If !exit when picking reply dialogue.gd did not account for if NPC was not in scene, eg you talked to NPC on the phone. In that case, save info on branch/dialogue to global.charData instead.
    
    Also didn´t account for next being json if exit == true
Commits on Jun 3, 2018
  1. preparatory work

    CultOfApe committed Jun 3, 2018
    changed cursor size from 16x16 to 24x24 which is easier to see, and can fit more visual information without being too much in the way.
    
    Added a gear icon for when hovering over UI icons, and an arrow icon, which is used in game settings and UI overlays. Still placeholder art (!)
    
    Created a contacts node for the phone ui, which is not yet connected to contact data. Every contact node has an avatar, id, info, number and a call icon.
    
    TODO: When calling someone the phone UI is miminized and a dialogue is initiated with the phone as avatar.
    
    Tomorrow recommence work on the testing scenario. We need to call Levaun, using the new contact node, and then trigger an event override for later that evening in the school hall.
  2. action reminders/hints

    CultOfApe committed Jun 3, 2018
    Added an "action" key to the dialogue json, under the "reply" sub.
    
    An action is something you need to do after the dialogue, and will display as a hint/reminder in a thought bubble immediately after the dialogue has closed.
    
    This can of course we added in conjunction with setting up an event.
  3. Thought bubble timer

    CultOfApe committed Jun 3, 2018
    Thought bubble now has nice tween transition, and doesn´t go away when mouse exit. Instead, we set a timer and dissolve the bubble after 2 seconds. This was needed to be able to display hints in the thought bubble, like after a conversation where you´re supposed to do something afterwards.
  4. Proper dialogue

    CultOfApe committed Jun 3, 2018
    Were you tired of the "goto b/goto c" dialogue? Me too, as exciting as it was watching it unfold, a new scenario was needed to display the power of the dialogue/event system, and... this is not it. It is however the first step to creating a scenario spanning more than one scene, invloving some casual drug dealing (if you assume this dialogue is not child friendly, you would be assuming correctly) PG13 at least :)
Commits on Jun 2, 2018
  1. Fixing small inconsistencies in UX - Part 2

    CultOfApe committed Jun 2, 2018
    small tweak. You shouldn´t even be able to highlight current location on map.
  2. Fixing small inconsistencies in UX

    CultOfApe committed Jun 2, 2018
    - When using the map to change scenes, don´t load the same scene you´re already in. Added check to see if currentscene is the same as the one you´re trying to load.
    
    - Don´t display the name of the scene when transitioning to another time of day in the same scene.
    
    Small changes that just make sense.
  3. Event override bugfix

    CultOfApe committed Jun 2, 2018
    This is code I once threw in as a proof-of-concept, and never really tried it out.  Since then,  I´ve refactored other parts of the code and game events json structure to the point where this didn´t work anymore. Would freeze the game(and windows).
  4. Day/Night environment transition - Part 2

    CultOfApe committed Jun 2, 2018
    directional light now simulates suns path across the sky, changing the direction of shadow throughout the day. Might not be 100 accurate but it works.
    
    Also prepared location json files witha flag to denote interior scenes, in which light will stay the same throughout the day (unless we turn off the lights.)
Commits on Jun 1, 2018
  1. Day/Night environment transition

    CultOfApe committed Jun 1, 2018
    Simple day/night transitioning system. Changes:
    - Sun position in sky
    - Sunlight color
    - Sunlight energy
    
    dependent on timeofday variable
    
    A lot more can be done to tweak this, just wanted to get a basic framework done. Works nice with the scene transitioning effect.
    
    TODO: Shouldn´t affect indoor scenes, unless they have windows towards the outside
  2. Scene transition adjustments

    CultOfApe committed Jun 1, 2018
    Before we took a screenshot when entering map_ui and then changed scene as soon as we clicked on the location. That caused some jerky animation in the map ui, so I changed it.
    
    Now we check when the tween that hides the map ui is complete, then take a screenshot and start the transitition. Looks way smoother.
  3. Don´t move dummy

    CultOfApe committed Jun 1, 2018
    Fixed a longstanding bug where the player would start moving when exiting a menu or swicthing scenes. Solution in the end isn´t pretty, but it works. Created a dummy tween, that runs for 0.5 seconds when exiting a menu, and then sends a signal to ui.gd to set global ui_blocking to false. probably will need some time to remove redundant flags now, but not a priority...
Commits on May 30, 2018
  1. cursor fixes and scene transition

    CultOfApe committed May 30, 2018
    I fucked up last commit, causing me to have to redo that code and what I coded after it. Luckily the second time around I knew what to do, and finished it in 15 minutes :P
    
    So, this commit:
    
    a.  cursor now doesn´t change when hovering UI icons with itemInHand. Should only change when using item, or cancelling with LMB.
    
    b. finally got scene transitions working, both for when loading new scene through the calendar and the map. bad news is I had to duplicate a bit of code, since the global function I created bugged for me. Transition might be a bit slow, can always change later..
    
    Slowly fixing all bugs and getting last functionality in.
  2. Cursor fix

    CultOfApe committed May 30, 2018
    When holding an item in hand, item cursor would be changed when hovering over UI icon. Don´t change item cursor unless it´s used or cancelled with RMB.
Commits on May 29, 2018
  1. Fixes, tweaks and json code refactoring

    CultOfApe committed May 29, 2018
    clicking on or hovering an NPC while in any overlay menu will no longer accidentally trigger NPC dialogue, or hover texts. Flag was missing.
    
    When hovering over NPC with item, both item and NPC name is displayed now: "Give rose to Ellie?"
    
    location jsons now have a "default" section, which is used if current day is not found. This is useful for locations that don´t need a special setting for every day of the week, to keep the filesize down, and make editing easier. Touched files in both global.gd and dialogue.gd, and I hope I didn´t break any section of the dialogue I have not yet used..
Commits on May 28, 2018
  1. Avatars, scenes and location labels

    CultOfApe committed May 28, 2018
    Made it so avatars don´t need to play animation. Instead, avatar scenes can now contain expressions you can pick from depending on reply picked. Added "frame" to dialogue json for this. Need to add an "animate" bool as well, to turn animation on or off.
    
    blocked out some basic scenes with meshinstances, to make the scenes actually look different, for testing purposes..
    
    Whenever loading a scene, now the name of the sceen is displayed top of screen. Tween is a bit funky rght now. Will fix when I find out what i did wrong...
Commits on May 27, 2018
  1. Show full size image

    CultOfApe committed May 27, 2018
    Quick and dirty prototype code to show fullsize image. For now it only works on topmost left image in gallery, and only blows up the thumbnail to a bigger size. Just testing out possibilities..
  2. Bugfixes and stuff

    CultOfApe committed May 27, 2018
    BUG: Closing the phone interface while an app was running, would prevent any app from running the next time you opened the phone. Forgot to add check in ui.gd
    
    FIX: Now player animation won´t reset while moving if you left-click to move somewhere else.
  3. AnimationPlayer experiments

    CultOfApe committed May 27, 2018
    Continued playing around with Jayanam´s character to learn about how to control the AnimationPlayer in Godot,
    to add run and idle animations. This forced me to reviit the player.gd code fo the first time in months
    (that code scares me!), and actually allowed me to streamline the code a bit :) Now the player will use the
    idle animation when standing still/stopping and the run animation when moving. Obviously this is just a test
    with someone elses animations, but it´s a nice first prototype code. Need to add check so clicking when moving
    doesn´t restart animation.
Commits on May 25, 2018
  1. Assorted bug fixes

    CultOfApe committed May 25, 2018
    bug fixes
    - click on ground effect appearing in game menu. Disable sceneCol.
    - clicking on save slots in game menu without texture would crash the game. Check if texture assigned.
    - more game menu (!) saving game would use same texture over and over, because pop_game_settings assumed game init. Set flag.
    - rightclicking to restore default cursor wasn´t working anymore. Moved global.itemInHand = "" to last in func change_cursor()
Older
You can’t perform that action at this time.