I really want this series to continue. I think some important things that I really want to learn how to do would be scene changing, dialogue choices, and examining the environment
You actually have no idea how much I've learnt from your tutorials alone than any others! I'm making my first game this year and I love your easy-to-understand talking, directness, and just the way you make Godot look so easy to do! Thanks for the tutorials and I'm hyped for the next one
Excellent video. Glad to see you are still working on this. The info on signals/calldown methods was really useful and well presented. It would be great to see more details on the implementation of Blender models into the 2d visual novel. Keep up the good work and I look forward to the next installment (whenever it may be) 😉
Definitely a good series of videos to help me start my own game. I feel like I'm starting to somewhat get it at least, so it's a good sign you're presenting the information well. For future parts, there's a lot of potential things to talk about, but just to name a few... -The triangle in the corner usually disappears in AA when text is being loaded in. Would there be any way to replicate that? (I personally don't need to have the triangle animate back and forth like it does too, but maybe someone would be intrested in that?) -Would there be any way to make it so that the next line of dialogue processes automatically (in instances such as case intros or when a character starts rambling)? -A menu for profiles and evidnece, having said evidence load in whenever the player finds them, and how to make it so the player can access it at any time
Thank you for your message, I very much appreciate! The first two things you suggested would be very easy to implement, actually 😊The third would require a lot more things to be added to the game before it can be addressed, but I wouldn't say hard to do (just difficult to condense into one video, unless I fast-forward a lot of parts).
Thanks for another good tutorial. Next I'd like to see the dialogue choices. Btw, will you also cover the investigation mechanics, where there's areas of the scene to click on to get dialogue and collect evidence? Also the presenting of evidence or going through a cross examination. Possibly the menu's that show evidence and characters.
I think it would be very interesting to implement these mechanics indeed! I am just wondering how many people are really trying to recreate an Ace Attorney-like game, as opposed to simply making their own Visual Novel (with different gameplay elements) 🤔 Are you trying to make something very similar to Ace Attorney, with scene investigations and evidence collection?
@anice-menhour Yes, basically an original new take on Ace Attorney. Similar gameplay, but more interactive investigation scenes where you can click and drag physics objects like drawers and stuff, and in large scenes allow the player to walk around the scene in a first person view while clicking things to interact. On the Dreams ps4 version, I also implemented an Ace Attorney investigations style logic system, but I think I'll leave that out of the Pc version. Also yeah, original characters, story, music, etc.
7:30 So what happens if somebody is running the game on a potato PC and in some scenes they get 60FPS but in some other scenes (where more animations are playing) it drops to 30FPS? Will the text appearing on screen slow down 2x in those scenes?
@@Jackassik Good question! Since our animation is now tied to time and not FPS (due to the fact that we’re using the delta parameter), in theory the text animation should always be displayed at the same speed, no matter what your FPS may be.
That's a very good idea! I decided to go with a more direct approach, in case some people wanted a more granular control on the animation timing, but I think using AnimationPlayerNode is a very clean and efficient approach 💪
@@anice-menhour Yes, using the animation player node feels a bit less controllable on a finer level, but it gets the job done. It works well if you plan to use a set amount of time for the text to show up (I defaulted to 1 second) but it can be tweaked by code. It also works nicely with signals
@ That's true! You're using a native Godot node so I assume it connects wonderfully with signals, and feels very in tune with the way Godot is meant to be used. I hope I get to present that approach as well during a future video 🙏I really appreciate you telling me about that alternative method!
I really want this series to continue. I think some important things that I really want to learn how to do would be scene changing, dialogue choices, and examining the environment
that's so fast. I'm onto part 3!
Nice video as always. I would love to see maybe an implementation of the player choices and change of scenes
You actually have no idea how much I've learnt from your tutorials alone than any others! I'm making my first game this year and I love your easy-to-understand talking, directness, and just the way you make Godot look so easy to do! Thanks for the tutorials and I'm hyped for the next one
That's super kind of you, thank you very much! Good luck with your first game!
@@anice-menhour thank you!!
Excellent video. Glad to see you are still working on this.
The info on signals/calldown methods was really useful and well presented.
It would be great to see more details on the implementation of Blender models into the 2d visual novel.
Keep up the good work and I look forward to the next installment (whenever it may be)
😉
Thank you, I really appreciate the support 🙏 I would love to do some videos connecting Blender and Godot in the future.
I was waiting for this episode so much 🎉
Thanks again to upload soon.... ❤
Your videos are TOP NOTCH!
the editing is almost like these 3 million sub coder youtubers out there! keep up the great videos mate
That means a lot, thank you very much!
We rolling bois
Class is in session
Please continue series and at next episode make it on choice
Definitely a good series of videos to help me start my own game. I feel like I'm starting to somewhat get it at least, so it's a good sign you're presenting the information well.
For future parts, there's a lot of potential things to talk about, but just to name a few...
-The triangle in the corner usually disappears in AA when text is being loaded in. Would there be any way to replicate that? (I personally don't need to have the triangle animate back and forth like it does too, but maybe someone would be intrested in that?)
-Would there be any way to make it so that the next line of dialogue processes automatically (in instances such as case intros or when a character starts rambling)?
-A menu for profiles and evidnece, having said evidence load in whenever the player finds them, and how to make it so the player can access it at any time
Thank you for your message, I very much appreciate! The first two things you suggested would be very easy to implement, actually 😊The third would require a lot more things to be added to the game before it can be addressed, but I wouldn't say hard to do (just difficult to condense into one video, unless I fast-forward a lot of parts).
Thanks for another good tutorial. Next I'd like to see the dialogue choices. Btw, will you also cover the investigation mechanics, where there's areas of the scene to click on to get dialogue and collect evidence? Also the presenting of evidence or going through a cross examination. Possibly the menu's that show evidence and characters.
I think it would be very interesting to implement these mechanics indeed! I am just wondering how many people are really trying to recreate an Ace Attorney-like game, as opposed to simply making their own Visual Novel (with different gameplay elements) 🤔 Are you trying to make something very similar to Ace Attorney, with scene investigations and evidence collection?
@anice-menhour Yes, basically an original new take on Ace Attorney. Similar gameplay, but more interactive investigation scenes where you can click and drag physics objects like drawers and stuff, and in large scenes allow the player to walk around the scene in a first person view while clicking things to interact. On the Dreams ps4 version, I also implemented an Ace Attorney investigations style logic system, but I think I'll leave that out of the Pc version. Also yeah, original characters, story, music, etc.
How long this part will be? I cant wait for the batch playlist
Who let bro cook ?!?!?!
7:30 So what happens if somebody is running the game on a potato PC and in some scenes they get 60FPS but in some other scenes (where more animations are playing) it drops to 30FPS? Will the text appearing on screen slow down 2x in those scenes?
@@Jackassik Good question! Since our animation is now tied to time and not FPS (due to the fact that we’re using the delta parameter), in theory the text animation should always be displayed at the same speed, no matter what your FPS may be.
I animated the text using a animation player node, it was way easier 😁
That's a very good idea! I decided to go with a more direct approach, in case some people wanted a more granular control on the animation timing, but I think using AnimationPlayerNode is a very clean and efficient approach 💪
@@anice-menhour Yes, using the animation player node feels a bit less controllable on a finer level, but it gets the job done. It works well if you plan to use a set amount of time for the text to show up (I defaulted to 1 second) but it can be tweaked by code. It also works nicely with signals
@ That's true! You're using a native Godot node so I assume it connects wonderfully with signals, and feels very in tune with the way Godot is meant to be used. I hope I get to present that approach as well during a future video 🙏I really appreciate you telling me about that alternative method!