Hi, I’m sbird! I like programming and am interested in Physics. I also have a hobby of photography.

previous scheep on lemmy.world: https://lemmy.world/u/scheep

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  • 34 Comments
Joined 6 months ago
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Cake day: June 12th, 2025

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  • Currently there aren’t any provinces, I might try to do that at some point in time. Probably not though. This game isn’t meant to be historically accurate at all, it’s going to be a mix of HOI4 and Pokemon with turn-based battles rather than moving the troops on the ground. One goal I have with this game is to make it playable on controller, so moving divisions around wouldn’t be fun with that. Pokemon-style turn-based battles were originally designed for a controller, so that’s what I’m doing. It will also make my game slightly more unique :D





  • update: I’ve made both a tileset and decorations for the Eurus level! It’s very fluffy (and surprisingly hairy), but it’s a bit two-faced: there’s also a bunch of skulls of people Eurus didn’t like very much.

    I’ve also added controller button icons (hooray!), so whenever you connect/disconnect a controller (and also on start), the button icon will change (keyboard if there is no controller connected and Xbox, Nintendo, or PS if there is). Pretty sure how I set it up it only looks for first-party controllers and defaults to Xbox layout for third party controllers (e.g. 8BitDo controllers) since it just looks for the words “xbox”, “nintendo”/“switch”, and “playstation”/“ps”. I’ll probably make a setting to allow manually setting controller layout.






  • Godot is better than roblox for making games because:

    • you’re not restricted to one platform (in gd you can export as web app, linux, windows, macos, mobile, etc.)
    • Roblox requires an internet connection and a Roblox account, both of which are not necessities for a game developed in godot (or any other game engine, like unity or unreal)
    • Roblox has some very shady business practices that are not very nice to game developers. Godot, meanwhile, gives you the control of where you want to distribute the game with no strings attached
    • GDScript is super easy to learn, very similar to Python and I really like that it’s integrated into the engine (you can, of course, use a separate code editor if you want. You could even use C# if you’re more comfortable with that)

    If you do go for Godot (and you should), I would check out channels like GDQuest and HeartBeast as well as the Godot documentation for tutorials and help, as well as browsing the forums for advice.



  • If there was a “key” for every dialogue, that table would get ridiculously long. All the dialogue text is only being used once anyways, so it’s just making it more complicated for, in my opinion, little to no reason.

    Using a lookup table for the emotions and character could be interesting though. I prefer my solution of just having all those dialogue objects since it’s simple and works for my use case. In Godot with the “quick load” feature you can find the different sprites very fast. Also, not changing the dialogue system means I can keep using the same one for all my games, so less work to do :D


  • How my dialogue box works is by having a “Dialogue” object that has three parameters: the text, the avatar, and the duration (longer dialogues wait for 5s, shorter could be 3s). And in each “conversation”, it’s pretty much looping through an array of these dialogue objects. So for every conversation there is in the game, I would have to change the dialogue objects of each one.

    And I don’t think I can map it to specific textures since I have multiple textures for different expressions (happy, shocked, angry, etc.) and am likely going to add more in the future so I can’t really hard code that in.

    It’s quite a bit of work for something that I find mostly unnecessary as all the characters introduce themselves when you meet them and there is a clear visual distinction (different shapes, colours, etc.) between all of them.