Everlasting Summer (Defold edition)

Trying to make basic text on top of images. Fonts is strange fixed by size. But when I understand that fonts - bitmaps, all goes easier.

Half of an hour and basic template for dialog panel is ready.

I have some strange problems with scaling. But on github I see some code to solve it.

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Cool! Let us know if you need any help with any of it!

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I missing aspect ratio fixing option. Maybe it should be at runtime I wonder.

GUI handles that automatically. For in-game you need to modify the render script to get what you need (altered viewport, letterboxing or whatnot)

Thank you. I will look at viewport magnifying after size changes.

There are several posts on the forum discussing this. Here’s one with a link to a custom render script that solves it for you: Locking the Aspect Ratio (SOLVED)

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Thank you, I will use it.

Imported fixed aspect ratio now it looks good. Squashing gone. But now I need to understand anchors for dialog elements.

Will look for decision about it.

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Added sound to play ambient. Playing with go.property and sound gain.

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Published first static scene with ambient sound to gamejolt:
game on gamejolt

Very appreciated to Defold that it provide progress bar. My Unity games must have (4 Pro) for progress bar to show.

I wonder how long it will take to load entire game. It has 300MiB of content.

Some suggestions how to handle async loading of assets will be very helpful.

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You need to look into collection proxies. Have some kind of main/controller collection with proxies to the different scene/level/episode collections you have in your game. Depending on the users actions you load and unload collections. An example of how to load/unload collections can be seen here: https://github.com/britzl/publicexamples/tree/master/examples/menu_and_game

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Thank you for pointing me. Will look for it. This can minimize game memory footprint drastically.

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Added dialog changes (two sentences) and showing of actor on second. Game comes to life. Now player can press SPACE and move text.

game updated to version 0.2

With LUA functions as first citisen I will add actor moving on stage as functions in script.

One question bothers me. Why separate gui script from basic game object script if I can send message between them?

Because the gui and the game are often fairly decouple from each other. Sure, the gui in the game probably reflects the state of the game somehow (score, health, gold etc) but that kind of transfer of information is pretty well suited for message passing.

Thank you for explanation. Now it clearer.

Introduced methods for story telling and actor moving into scene with basic emotions.

game version 0.3

Lua is alike JavaScript - easy to start but powerful enough for complex tasks. Function callbacks provide easy way to manage actors on dialog entries.

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The link is broken.

Sorry. Fixed link. It same as in beginning, copied here only for convenience.

Implemented basic dialog system and menu for branching dialogs. Provide all poses for actor Slavya and work on day 1 story.

Think how to manage multilanguage support. Maybe translation files?

Yup, I’d put my translations into either a json file or directly into a Lua table in a module and then use another Lua module to do lookups of string values based on device language (read from sys.get_sys_info().device_language). I created a small example to show what I mean:

https://github.com/britzl/publicexamples/tree/master/examples/localization (SOURCE)
http://britzl.github.io/publicexamples/localization/index.html (DEMO)

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