Popochiu 2.0
Popochiu v2.0.0
[wave]We’ve finally reached this point!!![/wave] After (more than) a year of hard work, and a lot of broken promises, Popochiu 2.0 is stable.
Fixes
- A crashing bug when characters with no audio files for their voice said something, and a bug in the PopochiuDialogMenu when trying to update it number of options..
- The Room tab, which was showing additional rows with weird names.
- Game wasn’t being saved and loaded correctly.
- It was not possible to use inventory items on objects.
- Modified options in Project Settings > Popochiu were being hidden.
- Adding inventory items “on start” wasn’t working.
- A was not being updated when deleting AudioCues from the FileSystem dock, or when they were inside the folder of a deleted Popochiu object (room, character, and so on)..
- The cursor of the active inventory item was dissapearing after using the item.
- Props with animations imported from Aseprite jump around at scene load.
- Thanks to @ArturM the GIVE command in the 9 Verbs GUI is working as expected.
- Changing the
clickable
property of PopochiuClickable objects wasn’t working in runtime. - Looping WAV files wasn’t possible.
New features
- Inventory items now fit the height of the InventoryBar or the slots of the Inventory Grid.
- Add properties to InventoryBar and SettingsBar so one can define if they should hide when the GUI is blocked (this was previously part of the Project Settings > Popochiu > GUI section).
- TransitionLayer now uses a Control node to block interactions when a transition is playing.
- PopochiuClickable clicks are ignored if a dialog is running.
- ⭐ We made a HUGE refactor of E (
popochiu.gd
). Functions related to the camera are now in the PopochiuMainCamera class, functions related to the rooms are now in R (i_room.gd
), and the same for other things related to specific objects. - ⭐ Thanks to the seminal contribution of @drbbgh, now Popochiu has custom gizmos for different properties. Including one for the position of dialogs in characters. New gizmos will come in future versions to improve UX while working in the Editor.
- We also refactored the class that renders Popochiu objects as rows in the Popochiu dock (PopochiuObjectRow) making the dock easier to improve, fix, and mantain.
- Started as a feature proposed (and initially coded) by @anthonyirwin82, now we have a migration tool!!! that will help devs who started their projects in alpha and beta versions to update to the release version. In future releases this tool will help us make sure (almost) everyone will be able to use the last stable version of the plugin without losing their work or being stuck with an old version.
- You can use the
_on_move_ended()
in PopochiuCharacters function to handle logic when it ends its movement. - Defining the camera limits for rooms is easier now thanks to the new
width
andheight
properties. - Thanks to @mefjak you can now enable gibberish text options in Project Settings > Popochiu > Dialogs. This is useful if you want to share screens or clips of your game without giving away important clues or dialog parts that may ruin the players’ experience.
- All the GUIs look more coherent now, and we made sure they share the same scene and components structure to make them easier to understand. We also restructured and decoupled all the components to make them easier to upgrade in future releases.
- The TransitionLayer was updated to improve how it adapts to the game native resolution and the new retro-pixel default one: 356x200.
Other
- You can post Proposals when creating an issue for the project.
- We documented how to use our GUI templates.
❗ Important to read ❗
If you already have a working project in Popochiu 2 - Beta X, you’ll need to do a couple of things once the migration tool finishes its job:
- The Setup popup should… pop up (heh!) for you to select a GUI. Now we have only three options - we removed the
Custom
option until we rework some bits. - Select the GUI you want for your game, then click OK. The GUI will be copied again to the
res://game/gui/
folder (we made some changes and that’s the reason why you’ll need to do this). - Now the game’s GUI will be in that folder, and you should delete the old
res://game/graphic_interface/
folder. Expect some errors in the output panel - it’s normal and they will go away as soon as you remore thegraphics_interface
folder! If you made custom components or changes to the code, you’ll have to copy them to the newres://game/gui
folder manually. Take into account that your custom code should probably go in the scripts that end with_custom.gd
. - That’s all.
Files
popochiu-v2.0.0.zip 564 kB
62 days ago
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Popochiu - Godot point n' click engine
A Godot plugin to make point n' click games, inspired by Adventure Game Studio and PowerQuest.
Status | In development |
Category | Tool |
Authors | Carenalga, StickGrinder |
Tags | Godot, godot_plugin, plugin, Point & Click, popochiu, tool |
More posts
- Popochiu 2.0.113 days ago
- Popochiu 2.0 is HERE!!!62 days ago
- Popochiu 2.0 - Beta 3Apr 22, 2024
- Popochiu 2.0 - Beta 2Mar 18, 2024
- Popochiu 2.0 - Beta 1Feb 18, 2024
- Popochiu 1.10.1Feb 03, 2024
- Popochiu 2.0 - Alpha 5Nov 17, 2023
- Popochiu 2.0 - Alpha 4Nov 10, 2023
- Popochiu 2.0 - Alpha 3Oct 27, 2023
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