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StickGrinder

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A member registered Dec 28, 2019 · View creator page →

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OK so it’s for portability. We will take this into consideration, we understand that ScummVM can be seen as a development platform nowadays, but we’re not aware of convenient tools to help with game development.

We’ll investigate. Thanks for sharing and for your interest in our game!

Hi @ilg. Sadly this would need a rewrite of the whole engine. We’re anyway switching away from Unity for the next game. What’s your use case? We may try and address it, maybe.

It will take a while, but we’re working on it, and it will be longer and more articulated :) Probably out 2025.

Thanks for your appreciation, it means a lot to us!

Yeah! :)

Thanks for your kind words and so happy you enjoyed the game! The size was surely intended since it’s our very first game, but more will come :)

Damn, I already told you you’re fast. This makes you even more of a superhero in my eyes :D

Congrats dude, you rock!

TIL that Twilight Oracle is made in Godot. Out of curiosity, did you use a library/plugin, or is it all done by hand?

Hi! Just to inform you that this is fixed in 1.0.3. Enjoy!

Always said that games are serious stuff :)

Real men shave with chainsaws… or use Excel to code games!
WOW!

Thanks for you kind words, AmigaMaster! Glad you liked PitB.

To our knowledge, nobody got the easter egg yet. We gave two hints on our Discord during casual conversations:

  1. You need to use your hands. Both hands.
  2. It requires a bit of videogames pop culture.

Cheers :)

Please, mate, do it! :) You have what it takes (no doubt, given your track record) and I’d love to see more from you!

(2 edits)

There are a lot of things I really liked in this game. First in line is the background art. Essential yet gorgeous! I have to study it out and learn from your style.

The atmosphere is wonderful, very reminiscent of scifi thrillers. I was constantly there, anticipating the jump-moment when I would have faced the beast.

That’s probably where the “AdvJam” limits kicked in, since the beast itself would have deserved a scarier animation, but still, the climax was good.

I liked how you managed to circumvent visual struggles with audio (like during fadeout of complex scenes, where sounds kicked in to tell the story, or for EVA sequence where microjets sound was filling the lack of a specific animation).

Music was interesting and engaging, the voiceover was a real boon and sound effects was at times VERY good.

I would pay for a longer game with the same qualities and visual impact. Really well done!

Try to interact with characters too.

<3

Haha, no problem mate, take your time. I myself cannot jump directly onboard in the next weeks, too busy finishing my first game (with PQ), but very eager to learn more about Godot and your project!
PQ is a great engine but I'm not that fond of Unity. This "port" gives Godot a great asset for adventure makers! I know Escoria is a thing now but I'm so much into PQ's workflow and "porting" what I know to a new engine makes everything smoooooth.
Plus it's on Github, which makes contributing simpler ;)

Just keep up the great work, there is space for Popochiu in the indie world!

Yesss! Still out of the Godot world (finishing a game with Unity atm) but Popchiu will be my entry point to this new Engine :)

Happy to see work on this is going ok, can't wait to discuss this on a Discord or whatever so I can get involved and better understand where the engine is heading to!

Thanks for all your hard work mate!

Any Discord server or bb I can join to follow this engine development?

This is SO exciting! I love PQ but dig Godot more than Unity! Can't wait to try this out!

Update

Here is an updated 0.2 version of the package, addressing some feedback I got on Discord.

If fixes a couple bugs that may occur when you switched dialog trees options on and off, plus it has a cleaner implementation that should have less problems with future PQ updates.

This also introduce a simpler way to select the wrap/cut text behavior without the need to open and change the GUI prefab. Now you can select the preferred behavior for long lines directly from the GUI options:



The default behavior is to cut long texts and keep the interface vertical size. You can just activate "Wrap Text" option to make the text wrap instead (in that case, the GUI height will increase depending on the total lines to be shown.

Hopefully I'll be able to release a new version that will be 100% update-safe.
Many thanks to Dave for his support :)

Feedback welcome!

(1 edit)

Basic how-To

NOTE: This howto is for an updated version, please read further posts for fresh info.

----------

Setting the number of lines to display

Select the DialogTree GUI in PowerQuest Main tab. You should see this section in the inspector:

An extension to the GuiDialogTreeComponent script allows you to set a "Max visible item" property.
Leave it to 0 to get the standard behavior; set it to a non-zero positive integer to set the maximum number of lines you want displayed.

How to switch between cut-text and wrapped text for long lines

An extension to QuestText script that allows you to activate a "Cut long text" function. This option is attached to the Text element in the DialogTree GUI prefab (edit it!):


Select the Text item and search for this in the inspector:

When the "Cut long text" option is active, all the lines that exceed "Wrap width" (above) will be truncated (words-safe) and an ellipsis will be added at the end. The default behavior would be for the lines to wrap, which it totally an option but may change the height of the GUI area in unwanted ways. The options is on by default, but you can disable it editing the DialogTree GUI prefab, selecting the Text gameobject and setting the option there.

(3 edits)

Admin edit: This is now included as standard in the PowerQuest template projects! 

Hello everyone, first post here on the board.

I'm pretty new to Unity and PowerQuest, but I started getting the hang of it and I "extended" PQ 0.12.4 a bit to support a fixed-height scrollable GUI for dialogs, useful for sword-fighting-like long lists of options.

The result should be something like this:

Caveats

  1. This package can be imported over a fresh PQ 0.12.4 installation, still untested on newer version (should probably work but you risk to overwrite some newer functions)
  2. The package contains an extended dialog tree between Dave and Barney for demo purposed. I did it pretty quickly and it may have rough edges.
  3. It is my very first time exporting a package for Unity, let alone doing something with the framework, let alone working on someone else's project so it may be perfectly possible that this will explode setting your house on fire... I would suggest to try it out on a brand new project OR version your code before trying it out.

You can download the updated package here.
For a quick how-to, see this post.

Feedback and criticism more than welcome!
Thanks