Stage 2.0 Finished!


After some grueling work, stage 2 is done!

This update features the first cutscene to be ported. I also had to create some tools to convert data from GMS to Godot, like Rooms/Tilemap and Sprites/Animations.

The biggest hurdle was the confusing Cinema() script, that (sorta) handles all the cutscene and dialog actions. After a few months of works, the "Egg Room" cutscene works almost perfectly.
Also had to make some important Autoloads, like B2_Input (handle pause screens and FF during the cutscene), B2_RoomXY (Handle room transitions), B2_Screen (Handle Shaders and mouse sprites) and B2_Playerdata (handle save game and and quest flags).

Some differences are:

  • FF Shader is very different from the original. I'm terrible at shaders so I just stole a "VHS Shader" that I found.
  • Zane´s animation when helping Hoopz getting up is wrong. I think the original script has some sort of "animation persistance" that I wasn't able to port.
  • Hoopz movement is very simple. The original movement code is VERY complex, with weights and momentum modifiers.. I probably will change the player node to RigidBody2D instead of CharacterBody2D.
  • Smoke animation is very simple. The original smoke animation is very nice, but hard to port. Instead of wasting weeks to make a fancy smoke particle, I made a simple one.
  • Added a loading bar during room transitions. Loading rooms is slow on Godot, due to the amount of nodes ( blame the o_solid nodes ). Added thread support for loading rooms, the loading bar was a debug tool that I decided to keep.

Next step -> Stage 3.

Stage 3 is porting the whole tutorial. Meaning, porting the combat system, dialog with choices, interactions with the environment and map animations.
To keep things manageable, Im just going to focus on the room "r_fct_accessHall01", which only has a couple of doors and Intractable Actors (dead bodies).

Files

b2.zip Play in browser
7 hours ago
barkley2.zip 151 MB
7 hours ago

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