Still doin this #gamedev thing. Here's the auto camera

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Kiana Khansmith
Xuebing Du

titsay
Jules of Nature
he wasn't even looking at me and he found me

★
cherry valley forever

祝日 / Permanent Vacation
"I'm Dorothy Gale from Kansas"
occasionally subtle

#extradirty
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Janaina Medeiros
will byers stan first human second
Alisa U Zemlji Chuda

Love Begins
ojovivo
hello vonnie
Peter Solarz
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@duel-tactics
Still doin this #gamedev thing. Here's the auto camera
Projectiles/ranged attacking by firing a Crossbow. - Attacking obstacles - Defending, Dodging and Dying from Arrows.
Pushing and Pulling of Players and Obstacles. For combat and puzzle solving. Both have different stat requirements for pushing. Being pushed or pulled can also make you vulnerable to follow up attack.
Postioning is everything! Obstacles and players bumping into each other w/ (optional) endless chaining
Running into another player is likely to push you back so be careful.
Another movement demo:
Jumping: Escape or pursue by 2 spaces. Only over deep water (dark blue), a void (white) or a hazard (purple). Flanking: Gain positional advantage at great stamina cost.
Notification bubble #ui testing. gamedev devlog gamedesign gamedevelopment jsdev javascript javascriptgame htmlgame htmlcanvas indiedev indiegamedev indiegame tactics tacticsgame actiongame realtimetactics isometric isometricgrid finalfantasytactics tacticsogre tacticalcombat 2d 2dgame
UI Testing
Here’s a look at some different terrain and their effects: - Beige tiles are sandy with a property of stickiness which slows down movement temporarily. Much like swamp or mud etc. - Purple tiles are bramble bushes and a hazard tile which has a chance to damage player that step on it. - Light blue tiles are ice which have a property of slipperiness which speeds up movement temporarily. Much like a wet floor. - Red tiles are lava and also a hazard and carry a chance to damage whoever treads on it. - Dark blue tiles are deep water and cause the player to fall. In this case to their death.
In Duel Tactics spatial awareness is key. Here’s a clip of falling - Off the board’s edge - Into a “void” space - Into deep terrain (in this case a river marked by dark blue)
Some footage of basic turning and movement. - Player can turn to any direction from any direction - Player moves forward when they press a key in the direction they’re facing - Player can strafe, or move left, right or backwards while maintaining their direction of facing - Player can fall off the edge, into void or deep water spaces *player blinking is just a placeholder sprite sheet being stepped through*
Very early iteration. #progress #devlog #gamedev #jsdev
Jun 6, 2021 - Hi I'm Anaïs, 2D artist who draws and pixel a lot. I like neon pink, mechas and cute kittens. Have a good time here ! (I don't do commissions / requests)
#inspo #pinterest #gamedev
Duel Tactics is...”Final Fantasy Tactics meets... For Honor?”
This project Duel Tactics, was inspired by a vanilla JS game I made for a coding bootcamp’s 1st project (yep, I’m one of those). It was called thunder grid. 2 players moved cell by cell final fantasy tactics style: turn/change direction before moving forward & attacking the cell right in front of you. You could defend attacks and strafe. There was also a bow that could attack x cells in front of you and a magic stave that could be defended against but targeted where ever you were.
You could have multiple weapons and cycle then and there was wired 360 controller support.
My first github commit for this game. Late January 2021 (2nd img) When I got the isometric grid drawn on canvas, I knew I was off to the races.
#progress #gamedev
Here’s the basic layout: 2 players a few obstacles, barriers (in brown), and different terrain, 2 very basic human player huds, and information about the clicked or moused over cell.....ingore the random green sword plz. lol