Popochiu 2.0.1
Say hello to the first dot release of Popochiu 2. This version fixes many bugs and adds polish to the plugin, also adding some new features and capabilities.
Fixes
- Changing to a room containing a broken hotspot does not crash the game.
- Hovering a hotspot after an unmanaged click keeps showing the hotspot cursor..
- Skipping cutscenes by pressing
ESC
now removes the transition layer automatically. - Removed type-related critical error from Sierra GUI.
- Fixed
vframe
calculation for Prop’s current sprite frame (thanks @edmundito) - Walkable Area stays visible in most cases when the related editor option is selected.
- The Transition Layer now awaits the room setup, even if it’s very long
- The Transition Layer now works at any resolution
- Fixed error on invalid room name (thanks @balloonpopper)
- Fixed inventory item no longer active after use (thanks @anthonyirwin82)
- Fix erraneous use of E instead of I when triggering inventory right click (thanks @edmundito)
New features
- Added play/stop/pause/resume animation functions to Props (thanks @anthonyirwin82)
- Added option to play the Transition Layer in the first room, when the game starts
- All clickable objects in a room now have a
look-at point
(with it’s gizmo) the player will turn to when invokingface_clicked()
(thanks @drbbgh) - Text shown via
E.run()
array is now displayed as system text if no character is specified (thanks @edmundito) - Props now support both horizontal and vertical spritesheets (thanks @edmundito)
Other
- Fixed the docs deployment automation to export scripting reference
- Fixed all relative links in the documentation (thanks @anthonyirwin82)
- Added useful information about the contribution toolchain, room-changing, Popochiu singletons and more to the documentation (thanks @anthonyirwin82)
- Fixed broken link in the project’s README (thanks @XaverStiensmeier)
Important to read
This version does not introduce breaking changes, but updating will run a migration to set the look-at point
for all clickables in every room (the position will be the same as the walk-to point
, with a slight offset on both axis so the gizmos won’t overlap).
As always please, backup/commit your code before upgrading!
Final notes
We decided to shift Popochiu’s release cycle from a milestone-based approach to a cadence-based model, so that fixes, new features, and updates are released as soon as they’re ready. We also want you to upgrade your projects in small, frequent increments rather than having to face large and painful changes.
To support this model, we ditched the good old milestones and opened a GitHUb project, which board reflects the current status.
Keep an eye on the Backlog
and Ready
columns to see what’s coming next.
That’s all. Everyone working with 2.0 is encouraged to update and enjoy a more polished and capable version of our beloved plugin!
Files
Get Popochiu - Godot point n' click engine
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 is HERE!!!97 days ago
- Popochiu 2.097 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
Comments
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Thank you so much for all your hard work!
You’re welcome!
Thanks for your kind work! :) It’s a pleasure