27 Commits

Author SHA1 Message Date
Aaron Franke
520b4a7870 Improve style in many demos (#1263) 2025-10-11 05:03:59 -07:00
A Thousand Ships
0343cedd48 General proofreading (#1262)
* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
2025-10-11 01:39:59 -07:00
Aaron Franke
14fcc0e133 Update all demo projects for Godot 4.5 and use path-deterministic UIDs (#1258) 2025-10-03 16:22:39 -07:00
David Briscoe
aecf661c9c Fix and improve Role Playing Game: Gamepad, TileMapLayer, upgrade for 4.4.1 (#1248)
* Improve gamepad behaviour in rpg

Fix gamepad can't do dialogue.
Fix character often plays bump animation with gamepad when there's no
obstacles around.

Add gamepad A to ui_accept so gamepads can press buttons in dialogue and
combat.

Use get_vector so we get an automatic deadzone on our input.

Round our input direction so we don't pass Vector2i(0,0) to
request_move, get denied, and then do a bump animation.

* Use SpriteFrames instead of animating texture

Seems like Godot 4 doesn't allow toggling AnimationPlayer tracks by
making children editable so the texture is no longer being set and the
player is invisible. Regardless, this workflow is also not scalable to
multiple enemy types. Instead, use SpriteFrames to setup different
visuals for each slime.

Triggers animations from code alongside AnimationPlayer calls because
doing it in AnimationPlayer seemed unnecessarily complex.

* Give all slimes a common base class

Split player input handling from walker to allow both slimes to use the
same visual setup. In a real game, you'd want this kind of setup so
enemies are able to walk on the grid too.

Remove unused actor.gd -- looks like this was an early version of
walker.gd.

Setup opponent slime as type=Actor because otherwise you can't fight
them.

* Convert TileMap to TileMapLayer

Used "Extract TileMap layers as individual TileMapLayer nodes" in the
TileMap editor and removed the 0 layer argument from functions in
grid.gd

* Explain and rename facing direction node

When I first started looking into the character, I couldn't figure out
what this play button texture was for. After experimenting, it might be
an old version of the character visuals or a demo to show how to make
your character rotate.

* Fade to black between scenes

Fix blue screen when entering combat.

Our fade ColorRect was hidden so it never displayed. We removed the
exploration scene before fading so the fade started with an empty scene
with a blue skybox.

* Loop idle animation in combat

Add AnimationTree to combat character setup so we can tell when the
take_damage animation completes. This was harder than expected because
by default Godot modulates to black and sets scale to 0 unless you
specify otherwise with the RESET animation.

* Add a CanvasLayer above each clickable Control root

Fix mouse can't click buttons.

Seems like we're not able to click buttons in Godot 4 without a
CanvasLayer root. Adding that makes it work, but required some
restructuring to point at the correct node. In cases like combat+ui,
change it to emit a signal to use the "call down, signal up" pattern.

* Remove error comment that no longer occurs

Neither winning nor fleeing triggers this warning on Godot
v4.4.1.stable.official [49a5bc7b6].

* Rename parent -> grid

Make it clearer that the parent of the player and other pawns is
expected to be our Grid class.
2025-09-16 15:42:25 +02:00
Hugo Locurcio
4d49bbd1b8 Update demos for Godot 4.4
- Resave all files with Godot 4.4 to make use of script/shader UIDs.
- Use AgX tonemapping in all demos that used a tonemapper other than Linear.
2025-03-21 02:00:41 +01:00
Hugo Locurcio
bac1e69164 Use static typing in all demos (#1063)
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.

The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.

Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
2024-06-01 12:12:18 +02:00
Hugo Locurcio
4d01a2678f Port demos with remade art assets to Godot 4 (#922)
This re-ports the following demos to Godot 4 following their latest `3.x` versions:

- 2D Navigation with AStarGrid2D
- 2D JRPG Demo
- 2D Isometric Game
- 2D Platformer

Some tweaks have also been made in the process, such as split screen players
having different colors in the 2D Platformer demo.

Co-authored-by: Nonparoxysmic <69494951+Nonparoxysmic@users.noreply.github.com>
2024-02-10 01:40:04 +01:00
Hugo Locurcio
63d1cd9a60 Use 128×128 WebP icons for all demos (#885) 2023-03-29 18:59:57 +02:00
Hugo Locurcio
1d5184e235 Update most demos for Godot 4.0.beta10 (#782) 2023-01-05 16:50:17 +01:00
Aaron Franke
bbe50fc9da Convert demos to Godot 4 using regular expressions in a script 2022-03-26 16:09:10 -05:00
Aaron Franke
b7e0a470c7 Update demos to Godot 3.4 2021-11-05 11:48:47 -05:00
Aaron Franke
6e3db7c64d Vastly simplify the JRPG demo 2021-06-20 22:47:24 -04:00
Aaron Franke
4913cd868a Misc fixes and tweaks 2021-03-03 02:59:17 -05:00
Aaron Franke
918a289ee2 Format files using updated file_format.sh 2020-10-01 14:23:54 -04:00
Aaron Franke
fcc7d5c723 Optimize PNG images using oxipng 2020-08-16 17:48:38 -05:00
Aaron Franke
006309bd6f Many tweaks thanks to IAmActuallyCthulhu
Also change apostrophes to double quotes and update C# projects
2020-06-28 13:19:13 -04:00
Aaron Franke
bb61e49397 Tweak 2D navigation polygon demo camera and remove RPG unused files 2020-03-12 22:04:42 -04:00
Aaron Franke
9218f88723 Update 2D role playing game 2020-02-03 03:57:46 -05:00
Aaron Franke
861f0418f0 Merge pull request #324 from talklittle/role-playing-game-3.1
Port 2d/role_playing_game to Godot 3.1
2020-01-23 00:23:47 -05:00
Hugo Locurcio
184b0fe5f8 Optimize all images using oxipng -o6 --strip all --zopfli 2019-06-11 16:40:50 +02:00
Andrew Shu
11425f2a6a Port 2d/role_playing_game to Godot 3.1
1. Renamed `CELL_TYPES` enums to `CellType`
2. Fixed references, old: `turn_combat_system/actors/Actor.gd`, new: `turn_combat/combatants/Combatant.gd`
3. Fixed references, old: `turn_combat_system/actors/health/Health.tscn`, new: `turn_combat/combatants/health/Health.tscn`
4. Fixed bug in `grid_movement/pawns/Actor.gd` extending lowercase `pawn.gd`; changed to `Pawn.gd`
5. Renamed lowercase `grid_movement/pawns/actor.gd` to capital `Actor.gd` for consistency
6. Fixed some unused local variables warnings

Other changes are from engine, after opening and saving all scenes.
2019-06-04 16:45:41 -07:00
Thomas Karcher
39590fadd3 2D RPG converted to and tested with V3.1 2019-05-15 21:34:26 +02:00
LikeLakers2
c972af3aab Re-add the proper Grid.gd and Pawn.gd files 2018-09-24 19:16:19 -04:00
LikeLakers2
a318ea10a2 Remove the Grid.gd and Pawn.gd files 2018-09-24 18:53:46 -04:00
Henrique Campos
2c260e0103 Refactor RPG Demo
closes #263 

- Rename dialog to dialogue
- Give meaningful name to generic actors
- Move combat screen content to turn_combat folder
- Add new icon.png and .svg
- Change combat UI to not emit a signal from its parent, instead pass parameters to a function and let the combat work on them there
- Remove UI accessing deep layers on the hierarchy (get_parent().get_node("../etc/etc../etc...")
- Fix defend() stacking, making the player invulnerable, now evey turn the Health.armor resets to a base_armor value
- Remove useless Inventory button (maybe added again in the future when an inventory is added to the demo)
2018-09-23 11:07:46 +09:00
Nathan Lovato
471b813911 Fix typos and add missing end lines JRPG demo 2018-09-12 10:33:50 +09:00
Henrique Campos
2709ddeb28 Add JRPGish demo (#267)
* Add JRPGish game

* Fix typo and signals connection

* Add missing last lines

* Remove unused files
2018-09-12 09:59:22 +09:00