Here is the first version of what the camp might look like in game. Some of the tents look wonky. Wagons also don't look quite right to me yet. I guess the normal-color campfire looks okay... I'm not really sure how to implement the Camp. I want the player character to move around to shop … Continue reading Camp (WIP)
Animated combat on the Map
Here is combat, animated on the map! There was an issue with the rendering order, so the friendly unit renders behind the enemy. This is now fixed. Also, HP bars on the map were implemented in the meantime. I will show this later.
Dancing
I implemented the dancing mechanic. A dancer can refresh a waiting unit, enabling him to act another time during a turn. You may notice some animations when moving the characters on the map. For now, the only unit class this was done for is the Fencer. In the party, there is only one fencer, a … Continue reading Dancing
Animating the Map units
Here me showing off how the unit is animated differently depending on the state: If the cursor hovers on the unit, when being moved around by the player, before selecting an action...
mace: homemade build system
I built my own build system! It is called mace. It took about a month of part-time work... This too is a free time only project. . Ever since my post how all other build systems suck, this has been in the back of my mind. I couldn't figure out a satisfying way to implement … Continue reading mace: homemade build system
Planning mode feature
I have been thinking about some of the core design of my game, and what could and should not be changed. One thing that I am interested in changing is: making movement values and costs into fractions rather than simple integers. Basically, for units movement on a 2D grid in a strategy game, every unit … Continue reading Planning mode feature
Camp Guards and a Finite State Machine
I have started drawing idle and moving animations for Camp Guards. This is one of the most important jobs the player's army units can do, so I plan for them to get a lot of bonus experience. The sprites should show if the guard is mounted on a horse or a Pegasus. I also decided … Continue reading Camp Guards and a Finite State Machine
Homemade “shaders” for shadows, cursor pause
As I said in my post restricting my game to using only the NES color palette, it is forbidden to actually use transparent surfaces to create filters. This would create colors that are not in the NES palette. I had to find a solution to make shadows in my game, and the solution I found … Continue reading Homemade “shaders” for shadows, cursor pause
Camera Pan and Zoom
I have finally implemented Camera Pan and Zoom for the map! I thought it would be painful, but it turns out most of work I put into building my engine made things simple. I also made the camera follow the mouse as well as the cursor! You can also see my first grid! It is … Continue reading Camera Pan and Zoom
Color Palettes to work around Self-Imposed Constraints
I recently decided to put some constraints on my pixel art: I only will use the NES color palette. You can see the result in my previous post with my test tilemap. Now, the NES has other technical limitations but I chose to ignore them for Codename: Firesaga. Imposing this constraint on myself was actually … Continue reading Color Palettes to work around Self-Imposed Constraints