Mockup, to get back into pace.
Imagine this to be the battlefield scene of the last level. The hero squad is sneaking upon mansion from behind, yet the gardens surrounding it are filled with the security machines.
...finally broke through brain block of the fact that I am still at "programmer art" level of visual skill when it comes to bigger pieces.
Concept art of a fight scene alike Shining Force, where firefighter unit attack a fire robot, drawn to inspire self and maybe show to any future artist friend.
I think I will go with quirky like that. Game's direction is slowly popping up.
Wonder what "movement range" should represent in square on-grid setting.
If it means "amount of steps" then movement boundary would be diamond shaped.
Or I could simply have it be a circle, alike non-grid, then apply squares that fit in.
*Checks Shining Force*
Yep, diamond there. Tho I will have to figure out how to decrease range of it over forest/grass.
errrr, progress
I guess I am figuring it out?
Not yet tho
Edit: next time check gif compression options cus unit missing cyan eyes pixels makes it look weird
Enough pixeling, time to do what I **love** - coding and scripting.
*Stares at blank page for an hour*
...ok, think about grid tomorrow at work, gotcha. Tilemap docs.
Uhhhhhhh, baby steps.
I had grid system in one random prototype but it was tied to Godot 3 where tilemaps didnt even have layers so I had separate collision tilemap nose.
I doubt I will get around to making one of my dream games (too much content of too much high quality), from which these two originate.
So Nuki and Red are going to make me happier by doing a cameo too.
Not canon story-wise, not final char design in main game.
Spending many years dreaming up very cool games, only to come to midlife crisis where I realize I still can't even draw anything like I imagine in mind is kinda heartbreaking.
I can only make a look that my output is what I wanted to begin with.
Should finally start coding gameplay first alpha. Made these enemies portraits.
Game in my head looked much better but it is what I can do.
Teehee. You can guess where I've been looking. Even if not proud of result.
Nyahaha, the next FOSS character to add as a funni secret is Godette. It's Godot game so absolutely fits.
Maybe will skip Sophia since they are similar enough under my lacking art style.
Godette by Andrea CalabrĂ³ under CC-BY-4.0 International license. Character modified by me in here. (Uhhh, I won't know how to properly write modification as required by license)
...I think I will keep doing portraits until I build up like 10-15. 1 week. Gamedev for low energy people like me!
Peace Reporter. I will leave it ambiguous.
Since #Xenia the character (by Alan Mackey) is CC0 licensed, I see no reason why I can't make myself happy by including that foxer as a secret playable character, yesssss~
As long as it has some respect of having her be a cool good sided person and have the game get released on Linux. Which is easy to do with Godot.
...yes, still just making portraits for a mockup, I cry for lack of free time.
Nope, not skipping a day without gamedev so far, so another portrait.
Absolutely not good at 16x16 unit sprites tho.
Another day, another attempt at learning pixel art with another portrait. Used some reference.
It also scans additional .txt files in 'licenses' folder of the project. It takes the name of txt files, that are in camel_case for best OS multiplatforming, and capitalizes them into Title Case into selection menu, copying whole text when selected.
Reading raw files is bad for exported project, so will redo in final.
Here it just has additional copyright/license txt for Godot icon. I really have no idea if you have to do it just for default splash screen showing the logo.
Found out that #GodotEngine 4 now comes with build-in command to get license info out of engine itself.
That means I don't have to keep up with any changes with separate txt files, whether due to next year engine release moving dates or me compiling engine with less modules for final game release.
Thus I have made a placeholder menu, which I will polish up at final game stage, using those functions.
Spent time in #GodotEngine 4 trying to set a font size override for a new button node through GDScript. No theme/font set, all default.
Spent 2 hours doing:
`new_button.add_theme_font_size_override(new_button.get_theme_default_font().get_font_name(), 8)`
Only to find out that I am supposed to:
`new_button.set("theme_override_font_sizes/font_size", 8)`
My brain still has an angy spot hurt for spending so much time and energy on placeholder menu
*Index searches for a way in #GodotEngine docs to convert camel_case string to Title Case.*
*Finds nothing, starts writing my own function.*
*Searches for near build-in function to capitalize the first letters of sub-strings.*
*Finds 'Capitalize' and reads, finding out that it also converts all underscores to spaces and puts space before original capital letters... Pretty much does the full conversion to Title Case.*
Yeeeach!
And yea, I was stuck with this weird idea that many mythological or magical beings like medusas, succubi, wizards, whoever sieges ur house, must be able to exist in 100% environment, but eh.
...ok struggling to explain my brain but ye.