I learned C# primarily for game development but held off switching to it on Godot 3 because it was still rough around edges - crashed way too many times. It seems to be working as it should as of 3.1.1 and that's why I'm rewriting all the GDScript portions in C# as much as possible.
However, this does make it incompatible with the Steam version, as of this writing, until the Godot devs decide how they want to publish it in future updates.
- GameKit is now properly referenced using AutoLoad's root node instead of directly inheriting the Node because it redundent. I'm still learning. xD
- Removed Global Menu
- New icon, song, and font
- Use the engine's lighting
- Version
- SVG Sixam wordmark
- We'll now using Godot's native UI elements along with a custom theme and fonts.
- Changing to the character's clothes is now done by referencing the instanced node instead of the game screen. You no longer have to blindly guess where to put the placeholders from in clothes scene because the placeholders are already there for changing.
- Classic mode now has it's own copy of the character node. This was the reason for the original setup.
- Disabled some debug warnings
- Window is now resizable and will respect aspect ratio
- Credits screen
- Global menu, WIP
Up until this point, this game still relied heavily on my copy of ZC's Dress Up for editing and creating new sprites so they properly match the look and feel. The only reason why it's not included in the source code is because the format is proprietary and Adobe's editor doesn't work with all platforms that Godot does. That is unfair when the whole goal of this project to remove Flash from the equation.
This remaster aims to remove that final need by remaking in an open format, whether it be an open source editor or format. I found that using SVG as is with Inkscape as the editor does the job well because Godot can render it without any extra steps required. I tried testing out Krita and Gimp but they didn't produce the results I wanted.
Migrating over changing clothes from bindings over to if statements using is_pressed(). This should make it a lot more easier to maintaing because the bindings started to feel like overkill and cluttered up the code when they were only tasked to do one thing.
- DJ shorts has been redone
- Camera was renamed to CanonCam
- Renamed ModernScn to GameScn
- Removed RefRect
- Nathan's Dress Up finally has the makings of a proper soundtrack. Credit to Avgvsts Tunes. These are midi songs meant for RPGs but I find that they suit this game as well.
- Redid the wordrobe background which finally gives a chance to use Godot's native resolution, allowing for more screen real estate, and add more items.
- Removed the Classic option. It may return in the future.
- The RAW shirt was changed to PAW, to avoid any copyright issues. I still haven't reproduced the look and feel of that shirt quite how I want it to be. I may change the shirt to something else entirely, though.
- Recreated and replaced most pants from the original with the newer recreations
- Added debug settings to project
- Created assets folder for non-SVG art source files
The character in this dress up game is now a cat and named Nathan. This is because my original style unintentionally made him look like a cat. His name change to Nathan from Zack is because I don't want to cause confusion between people who use to know me as Zack and my first fursona.
- New item for both modes: fundosi. This will be last new item in Classic mode due to the limitions in how it was designed.
- Certain assets for Classic mode have moved to the /classic directory.
- New accessories layor in Modern mode. The camera item to return. However, I had to get rid of the Clear [all] button.
- WinDialogs and GameKit are now autoloaded.
- StartScn was renamed to TitleScn.
- The boot splash (formally the game splash) is now transparent in order to let the game engine provide the background color.
- GameKit.gd is meant to act as library. Right now it contains functions for simplfying game pausing and making it easier to switch between commonly used scenes. This should ONLY be used for scripts that inherent the base node type (i.e. Node).
- Screenshot was updated to remove the menu bar.
- The Exit (to menu) and Settings buttons have been merged into a single Pause window that can be accessed by pressing Escape or Start/"Nintendo +" from the keyboard or game controllers, respectfully. Interacting with the game should be more user friendly and predictable now.
- Created a start screen with the game title in order to switch between Modern and Classic modes. I moved the credits and license buttons out of the About window and into this screen. The About window itself is gona now since it kinda redundant, anyway.
- Flattened the tab UIs and recolored the button text. I redid the blue wordrobe background to account for the new tab interface. It now looks and feels the same as the original but plays a hell of a lot better.
- Removed the global menu panel
- Introduced a new blue hoodie with a train logo (this use have a not-so-subtle Amtrak logo on it but it was replaced with something a little more generic, just in case)