5/1/2026
I can do ui and settings! (kind of)
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5/1/2026
I can do ui and settings! (kind of)
4/25/2026
...somehow, i managed to achieve my goal of displaying the text as it is meant to be written (in "compound characters" containing a max of 3 symbols).
stacking the characters on top of each other vertically whilst also writing still writing horizontally is extremely difficult and the way I did it is far from ideal (I basically have to keep nesting tags to offset the offset)...
it also does not scale so it can only be used for at a 32px font size, so most of the text in dialog and stuff will just be using basic latin left-to-right. which i think is fine because i probably won't go bigger than that and any smaller will probably be pretty hard to make sense of.
rpg devlog 4/24/2026:
cleaned up the dialog system code and consequentially fixed the main bug that was preventing me from making cutscenes. we're so back (.......after i finish finals)
2-26-2026 (what a satisfying date!)
over the weekend i revisited a childhood rpg (one of the only rpgs i have any memory of playing) to gain inspiration, which helped me figure out a general map for one of the...areas? wait i have areas now? i mean, its basically the same area, but still, it feels like a real game. oh, and i made new sprites for the walls and floors and they look much nicer!
other than that i spent the past couple days trying to reorganize the messy dialog system that was sprawled across my files, messed something up and it suddenly broke beyond fixing. maybe it was for the best because i think i prefer the new version better. admittedly the systems i made may not be the best practices... idk, im not a programmer i just pretend to be.
the system is not too different than what a json dialog system would be, but i very much do not like working with jsons (its very difficult to read and manage), so i really wanted to use an in-engine system where i could more easily set variables and call functions! beyond the capabilities showcased here, the system has choices which can be conditionals, create branching dialog paths, as well as be conditional or call functions... admittedly, i don't actually have a system for conditional dialogs but...i'll figure something out.
11-11-2025
I have to do homework now so last dev post for a while but I've been reworking the battle system to be a little cleaner + I added damage animations. Of course, this happens to be the first time I've shown off the battle system...
As of now, the system consists of the basic turn-based encounter mechanics (you act, enemy acts, and so on). Only attacks work right now, but I do plan on expanding that, and have ideas for how different mechanics might work.
Today I made the portraits their own scene, so that animations and health bars could be managed by itself! It's also automated now, so if I add or remove party members, the battle system will create the portrait nodes with all necessary information automatically
i cant believe i never uploaded this (or at the very least, i forgot to tag it). corwin (left) is the fighter and lala (right) is the healer. you're the hero, that guy in the middle.
these are the first sketches of the party members from my new rpg game idea. the idea came to me on july 5th, as i was drying dishes, in a vision a religious person might have believed to have been bestowed upon them by a god. never have i had a vision of a character (let alone 3 + an entire story) so strong before i even put a pencil to the paper.
outside of the story, the original concept for the game was something along the lines of "RPG maker dev's first game"; as in something that evokes an amateurish feeling but something clearly made with a lot of passion (which, you know, would work well for my first game... except its in godot because i dont wanna learn a new engine)
7/24/2025
unrestrained autumn fun?
...? who is that?