Inspired by classics such as Tactics Ogre, Jeanne D'arc, Disgaea, Final Fantasy Tactics & more.
Currently in development.
Will feature undead units which revive after being felled (~3 turn wait period).
Statues are a WIP, but it was nice to draw something outside the unit template/scale for once.
#gamedev #screenshotsaturday #indiedev #RPG #game
Will feature undead units which revive after being felled (~3 turn wait period).
Statues are a WIP, but it was nice to draw something outside the unit template/scale for once.
#gamedev #screenshotsaturday #indiedev #RPG #game
At this point, no, the developer did not create an in-game menu tutorial but I might if there is time.
#screenshotsaturday #gamedev #indiegame #RPG #pcgame #indiedev
At this point, no, the developer did not create an in-game menu tutorial but I might if there is time.
#screenshotsaturday #gamedev #indiegame #RPG #pcgame #indiedev
Albion Banebreak will be your drill sergeant as you navigate various trials.
You get 4 Soldiers to start with...
#ScreenshotSaturday #gamedev #indiegame #RPG #game #pcgame
Albion Banebreak will be your drill sergeant as you navigate various trials.
You get 4 Soldiers to start with...
#ScreenshotSaturday #gamedev #indiegame #RPG #game #pcgame
Poison, Regen and similar effects will damage/heal at a fixed interval. They still wear off based on turns, but their effects are independent.
#ScreenshotSaturday #indiegame #RPG #game #gamedev
Poison, Regen and similar effects will damage/heal at a fixed interval. They still wear off based on turns, but their effects are independent.
#ScreenshotSaturday #indiegame #RPG #game #gamedev
Flying movement is pretty much complete. Units will combine walking & flying depending on the path, so it winds up looking more natural.
This also shows jumping across to a lower height.
#ScreenshotSaturday #gamedev #RPG #indiedev
Flying movement is pretty much complete. Units will combine walking & flying depending on the path, so it winds up looking more natural.
This also shows jumping across to a lower height.
#ScreenshotSaturday #gamedev #RPG #indiedev
I'm currently looking for a pixel artist, preferably one with experience doing isometric art to create a cobblestone path tileset.
It would be similar to the kind used in Tactics Ogre, but for 64x32 sized tiles. Paid of course.
Post if you're interested!
#pixelart #jobs #2dart
Similar to training in Tactics Ogre PSX/SAT & GBA.
Also added ways to hide the menu and even show all HP bars.
More below~
#screenshotsaturday #gamedev #indiegame #RPG #game
Similar to training in Tactics Ogre PSX/SAT & GBA.
Also added ways to hide the menu and even show all HP bars.
More below~
#screenshotsaturday #gamedev #indiegame #RPG #game
Sprite sheets are now stored in atlas files making things run much faster.
#screenshotSaturday #gamedev #pixelart #RPG
Sprite sheets are now stored in atlas files making things run much faster.
#screenshotSaturday #gamedev #pixelart #RPG
I added an algorithm to outline edges of certain tiles in the engine so map making is a lot faster (left is in Tiled, right in engine).
I added an algorithm to outline edges of certain tiles in the engine so map making is a lot faster (left is in Tiled, right in engine).
There's been MANY changes, bug fixes, and even new props created by @pixelhoo.bsky.social
It's been a long journey~
#screenshotsaturday #gamedev #pixelart #indiegame
There's been MANY changes, bug fixes, and even new props created by @pixelhoo.bsky.social
It's been a long journey~
#screenshotsaturday #gamedev #pixelart #indiegame
That was 12 MB, this one is 100kb
That was 12 MB, this one is 100kb
Dual Weapon Attack -> Counter (all with better anim/fx sync)
I also like how they jump over their ally~
🧐Video converted from gif w/ Yuvj420p pixel format. How does it look?
#screenshotsaturday #gamedev #indiegame #2dart #art
Dual Weapon Attack -> Counter (all with better anim/fx sync)
I also like how they jump over their ally~
🧐Video converted from gif w/ Yuvj420p pixel format. How does it look?
#screenshotsaturday #gamedev #indiegame #2dart #art
(The framebuffer was still using the old batch~)
Now we see a 10x drop in overall calls, 1/3rd binds, and an insane 15 draw calls.
This is HUGE for rain/snow particle effects!!
(The framebuffer was still using the old batch~)
Now we see a 10x drop in overall calls, 1/3rd binds, and an insane 15 draw calls.
This is HUGE for rain/snow particle effects!!
My engine was using a sprite batch w/ a single texture bind, causing tons of draw calls (flushes, etc).
This new method allows many textures to be bound!
Old(left) -> New (right)
#gamedev #java #indiegame
My engine was using a sprite batch w/ a single texture bind, causing tons of draw calls (flushes, etc).
This new method allows many textures to be bound!
Old(left) -> New (right)
#gamedev #java #indiegame
I wanted to get some input on something...
For a #tactical #RPG, what's your ideal length of a single scenario battle?
Gameplay is similar to Tactics Ogre, Final Fantasy Tactics, Fire Emblem and to a lesser extent Advance Wars.
Give a min/max range i.e. 15 - 30 minutes
Thanks!!🥰
This gives Miranda much more options in the demo!
Each race has it's own Job Set ala FFTA/FFTA2 with a similar theme.
Myrmidon (Warrior/Guard)
Marksman (Archer)
Wizard (Mage) [name TBD]
#ScreenshotSaturday #gamedev #indiegame #2dart #art
This gives Miranda much more options in the demo!
Each race has it's own Job Set ala FFTA/FFTA2 with a similar theme.
Myrmidon (Warrior/Guard)
Marksman (Archer)
Wizard (Mage) [name TBD]
#ScreenshotSaturday #gamedev #indiegame #2dart #art
Big plastic cartridges with art stickers on them that come in weirdly sealed boxes with multiple cardboard inserts, 2 booklets and a chance to win a free year subscription to Nintendo Power.
#gamedev
Big plastic cartridges with art stickers on them that come in weirdly sealed boxes with multiple cardboard inserts, 2 booklets and a chance to win a free year subscription to Nintendo Power.
#gamedev
It now various types of items including Consumables and Equipment.
Weapons, Shields, and Armor have their own pages, but information is still very limited.
dusktactics.com/items/
#gamedev #indiedev #2dart #indiegame
It now various types of items including Consumables and Equipment.
Weapons, Shields, and Armor have their own pages, but information is still very limited.
dusktactics.com/items/
#gamedev #indiedev #2dart #indiegame
You can mix and match different elements, in combat they'll fire one after the other (you have the option to just fire one or the other or do the dual wield combo).
The proper projectile and weapon animation will show up!
You can mix and match different elements, in combat they'll fire one after the other (you have the option to just fire one or the other or do the dual wield combo).
The proper projectile and weapon animation will show up!
Also, we now have proper melee and ranged DUAL WIELDING!
It's a bit different in actual battle, but essentially, you fire 2 shots (2nd is 50% dam).
Also, this is not limited to wands!
Also, we now have proper melee and ranged DUAL WIELDING!
It's a bit different in actual battle, but essentially, you fire 2 shots (2nd is 50% dam).
Also, this is not limited to wands!
More weapons will have unique/special equip sprites, like this VOLT WAND!
More weapon variations on the way!
#ScreenshotSaturday #gamedev #indie #art #2d
More weapons will have unique/special equip sprites, like this VOLT WAND!
More weapon variations on the way!
#ScreenshotSaturday #gamedev #indie #art #2d
Here's an MP4 of the gif.
Here's an MP4 of the gif.
Dionne Boaz is our Warrior attacker, wielding two "Status On Hit" weapons, which apply status effects.
Raw damage is in brackets, top is initial attack, bottom is counter attack (noted by [C->]).
Dionne Boaz is our Warrior attacker, wielding two "Status On Hit" weapons, which apply status effects.
Raw damage is in brackets, top is initial attack, bottom is counter attack (noted by [C->]).
First we have the pre-battle screen that shows us our Attack HUD. This lets us know that we're doing a dual wield attack, w/ status effects, & also attacking an ally (whoops).
First we have the pre-battle screen that shows us our Attack HUD. This lets us know that we're doing a dual wield attack, w/ status effects, & also attacking an ally (whoops).