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  • Hi, new here! Sharing my little project. Hope you like!

@DJM said:

@ami7mina said:

@DJM said: i know how much time goes into 2d animation as im a trained 2d animator myself i would like to see more action/reaction in your animations. it lacks "weight" take this as constructive criticism please coding also slows me down. u cant be good at everything ;)

Thank you. I don't know how to fix those yet. i think what you mean is distortin the body somewhat to make it look more fluid? like a bouncing ball will be shaped oval when it hits the ground and taller when it is going up. that what u mean?

yep basic principals of animation

I thought that was called squash and stretch, isn't action/reactions something different?

@Maaack said: When I was making games to cope with depression, my mental health was too dependent on a grandiose vision of becoming the eventual creator of an amazing game on my (basically) first try. (Do you see how that's not a setup for success? Depression is hard enough to fight without it also having long-term survival mechanics.) If I went back-in-time and told my younger, depressed, teenage self that I needed to scope my scifi-fantasy open-world RPG down and make something WAY smaller, young-me would not have listened. So I don't really expect you to listen right now, either. But I'll try to say the things anyway.

Game design is a type of science. No one starts their personal study of physics by first building a particle accelerator. Instead, some start by watching an apple fall from a tree.

This might not be a safe time for you to reassess your goals, especially if you consider them life-goals. However, the next time you have a day or two where you aren't struggling just to keep your head above water, I highly recommend you take that opportunity to scope your game down. WAY down. What's a game you could make in a week? cough visual novel cough Make that.

Make the smallest thing you can, first. Get a taste of what its like to finish something you started. If you are doing this for the cake at the end, make sure you like the flavor... And (of course) that the cake is not a lie.

Good luck!

Thank you so much! Well, I only intend to make just one game. 2 tops but I don't see myself making any more than 3 games.

This is a game I'm making with low expectations. But I do expect nice art. Cause it's more my forte than coding. For now, the gameplay is like Mario but you only jump on enemies.

Also, I think a visual novel would take mel onger jsut drawing many illustrations.

No inventory, no hp yet. I have downloaded youtube godot video tutorials. Taking it easy to not be stressed though I wish I work as hard as Eric Barone who I learned worked on Stardew Valley for 10 hours everyday IIRC.

I just love seeing my game and testing it. Even though it has no inventory etc just that video. I still love it. I like the Terraria world but I just wanted something more detailed regarding the player so I made my own. Butstill, this is different from Terraria. It's more.. peaceful. lol

I have to create my own culture though. Like from another world. But that's way off for now. I'm not thinking of money why I am doing this game, I am thinking of being lost in another world in a 2d world. Likebeing lost in Skyrim.. but warmer and 2d. lol.

Also just discovered the heart emoji which is "awesome!" lol i didn't notice that.

@OpinionatedGamer said:

@DJM said:

@ami7mina said:

@DJM said: i know how much time goes into 2d animation as im a trained 2d animator myself i would like to see more action/reaction in your animations. it lacks "weight" take this as constructive criticism please coding also slows me down. u cant be good at everything ;)

Thank you. I don't know how to fix those yet. i think what you mean is distortin the body somewhat to make it look more fluid? like a bouncing ball will be shaped oval when it hits the ground and taller when it is going up. that what u mean?

yep basic principals of animation

I thought that was called squash and stretch, isn't action/reactions something different?

squash and stretch is actually action reaction in a way. what i was trying to say is that for example the character doesn't feel grounded imo. theres' no impact motion when lets say landing ,or up /down movement when walking, altho up/down movement is less noticeable in a classic female walk cycle and needs to be more subtle

what i would do for such a customiseable character is use a cutout animation approach. this way u can easily swap parts and focus on the animation in the editor, and maybe add some IK , but i dont know if thats possible in godot2D

I love your art. The game looks beautiful. Good luck with the project.

The art is beautiful and amazingly detailed. Is Aseprite a pixel painting frame by frame only? if so then you must spend crazy amount time on it.

You could try (on your next project maybe) doing it with a vector 2d animation program, most of them have the bone IK system which make animating a bit easier and more natural. Then render out the frames and use another program to do the pixelate effect. Then go back and retouch the pixels if need to.

!> @Ghost said:

I love your art. The game looks beautiful. Good luck with the project.

Thank you so much!

Here's a preview of the Forest tree Tileset. I just don't know how to code them so the tree branches/tree in general would generate to a different looking tree by using these branches and leaves.

Here's the Forest Tileset. with some others mixed in. This was the first tileset I made.

Strangely, I don't know why my taskbar has no icons so Im gonna restart my computer. Have a good day everyone!

@OpinionatedGamer said:

I thought that was called squash and stretch, isn't action/reactions something different?

If you take a moment to think about it, isn't squash and stretch a kind of action -> reaction?

Hi y'all just playing with the node scales (I just discovered I could edit all the scene's scale) The scale here is .25.

Will definitely put a screenshot feature on this game so people could make their own homes someday.

Doing Idle facing right left animations atm. Will only update a few times so as to not make this thread "spammy". Hope I finish everything in these frames (except for running animations) in a week.

4 months later

Hi y'all!

Update on this game.. Since I'm such a noob that just started this like.. March? well, i'm still learning the fundamentals.

THANK YOU to GDQuest and other CC on Youtube - like Gonkee, Zenva, ( i am looking at youtube while searching for the other youtubers) endritDev.. and others. (I am very grateful for all your help even if I never contacted them,, just by watching their videos)

OK. with the game changes:

  • Still working on that running animation.. I am almost done.. The reason it is taking me soo long is that recently my pen tablet broke.. so I am doing everything by mouse..

  • I have done my company logo and its sound. (vocals were from my friend, cause she has a sultry voice lol)

  • know how to apply a vertex shader to make the trees, flowers sway.

  • This game will take a really long time cause I want the animationsand everything to be..so.. meticulous lol.

  • I somehow know how to instance a node into a scene.. thru code.. well, somehow.. I'm still not confident haha.

Also learning how to code. (aside from learning french) I'm still just here:

Thank you for all your positive energy and love. I'll never give up on this sandbox game that is Terraria inspired.

The difference between the animations in the Aether Debug video you linked and this last gif .. is staggering.

It's a paid course but Heartbeasts 1-Bit course was what finally made everything in Godot click for me and gives such a great foundation, along with Godot Tutorial's "GDScript Fundamentals Tutorial Series". It really gave me a lot of confidence as opposed to just copy pasting with slight alterations different tutorials I found into my projects.

Keep it up, I'd love to see more video demos of the game.

    ArcaneInput
    Thank you very much! I will look into those you mentioned.

    That was the walking on the video, the gif is the running (which I don't know how to code a double tap right/tap left yet to make it dash)

    As of now, I am having some problems: I resized my animations, made the canvas size larger. and now, when I reimport on the game, it still follows the original sprite size. How do I change that to not make it follow the previous size? Even if I do a new sprite on the same Player scene, it still follows the previous size.


    I see the problem more clearly now:

    Is there any work around for this? I think this is a Godot limitation?
    All my sprite sheets are only horizontal strips.

      You can make a second row in the image. When you setup the sprite animation in Godot, you can specify the grid, so you won't have to change any code.

      ami7mina Thank you, thank you so much! I just tweaked around the bit.. The other problem I failed to notice is that the png I was exporting was a different size on aseprte so no matter how much I align the, I can't lol. figured that out now.

      I have the feeling I know you. Are you that girl on Youtube with the colored hair and doing videos of Godot? I forgot their channel name.

      my sprite size canvas has increased in size.. from 250 x 350 to a 400 x 400 Yeah, I need to increase size for the wings, the cape, the very long hair animations.

      I'm so excited! 😃

      The animation part will be the only thing that makes this project VERY long.
      for example:
      Right boot.. has:
      4 animation frames for IdleRight
      4 animation frames for IdleLeft
      6 animation frames for IdleStartRight (Or Prolonged Idle facing right)
      6 animation frames for IdleStartLeft
      8 animation frames for WalkRight
      8 animation frames for WalkLeft
      4 animation frames for JumpRight
      4 animation frames for JumpLeft
      12 animation frames for Run_right
      12 animation frames for Run_left
      3 animation frames for misc
      and hopefully i put the attack frames (which thankfully will be only arm/hand animations.)that I will just put in the future.

      See below: If I was rich I would definitely hire! lol

      Also like to apologize if I ask questions here and not their respective thread topics cause I only have short questions. I feel desperate. 🙁

      I just want a game where you could mine underground(Terraria), tame monsters (Pokemon), while also collecting NPCS or putting them in your designated places (Suikoden) and eventually make a family with one or more of them (Stardew Valley/Tokimeki).

      Oh, I forgot about that girl. Yeah, she's the best.

      Only watched the first minute and what she said is utter nonsense. "Unity is ok, Unreal is strong, Godot more on the weak side". Really ? That is not exactly an intelligent analysis, if I may say so.

      Maybe she was just talking to her fish :-)

      Oh yeah, total nonsense. But the video was good entertainment. I mean, Unreal is strong in performance? You're lucky to get 60 fps with a $4,000 computer. Just look at unoptimized trash like PUBG. When that game came out, I couldn't even run 4K with a Titan X (Pascal) and the graphics barely looked better than Counter Strike, LOL.