Stage 1.0 Finished!


After a log time, Stage 1.0 is complete. Character Creation (CC) is fully playable. Its not an exact duplicate of the original, but close enough.

Some differences are:

  • Gumball animation is shoddy
  • "Portal" effect (like the Gumball backdrop) is very different
  • Crest section is very different. The original one was terrible and difficult to port.
  • Tarot section has the Babe in the woods card. It was disabled in the original for some reason.
  • Likes and Favorites section have an extra option disabled in the original.
  • Save functionally is slightly different. enough that the Godot port saves cannot be used on the original (but the opposite can be used).

Finally, a new room (r_wip) was created as a catch all. It displays a WIP message and warps back to the title screen.

This version was base using Godot 4.2. the next stage will use Godot 4.3 RC1.

Files

barkley2.zip 116 MB
Aug 01, 2024
b2.zip Play in browser
Aug 01, 2024

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Comments

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It's amazing that you're re-doing Barkley 2, even if its just a tiny portion. Honestly, thanks for giving it some love.

If you do end up trying to remake it, I think you can just pick the best parts of the game in your opinion and leave out the fluff. Sort of like a director's cut? With you being the director of course.

The game would benefit if it was just a linear adventure like in Barkley 1. No need for time-limited events, fusing guns, fishing, or bad jokes. There's a really interesting portion called Brain City and a musical number in an MMORPG parody.

Just in case you want to play the content that's locked out in the demo, TCRF says you can do it by having Game Maker 1.4.9999 run the Barkley 2 project files, and adding a debug object needs to the title screen room of the game before compiling. There's also a Youtube video of this content.

Hey there, thanks for the comment!

For now, the project is still in the proof of concept stage, remaking the whole game is just a fantasy due to game´s the complexity. Truly, I had no idea what I was getting into.

If I'm lucky, I will be able to port the whole tutorial segment and make some tools to convert data from GMX to Godot easily (Only tilemaps and sprites so far). If that works, then porting the rest of the game should be simpler.

I also want to change some thins from the game, but every change made breaks something else. Down the line, I really want to change the combat to turn based, but that would break a lot of things.
Other things I have no choice but to port it as is, like the (bloated) cutscene system. Everything uses this system (dialogs, cutscenes, quest flags) and changing it means changing every interaction and cutscene movement in the game.
I´ve been working on this cutscene system on and off for ~2 months.

Wow, it's a lot of work then. Please don't feel that you have to pursue this in any way, I was just spouting thoughts. 

That's a really great idea you have about making the battles turn based. Quite honestly, the battles should have used the same system they made for the B Ball Tactics mini game. Every time you touch an enemy or start a battle, it should go into a smaller turn based map. I think they released the source code for it too?

The cutscenes are that complex?

Well, I'm not a experienced gamedev, so its a bit difficult for me. The original system is a little bloated and confusing, but it works great. The main issue is that not only I need to port the cutscene system, but all its actions and dependencies too. The movement speed, animation timing and such are the main hurdle right now. 

Hopefully, It wont take too long to finish this section of the game .