Game artist // Hobbyist game dev
🐣 Portfolio - www.cocefi.com
🐥 Other sites - https://lit.link/cocefi
⚔ JSDungeon Feed - https://bsky.app/profile/did:plc:dfhn75dkcrfenzvstvpnuhot/feed/aaahjo7zwhzbc
- Added wall/floor flipping after each step
- Added transitions to the steps to simulate movement 🏃
#JSDungeon
- Added wall/floor flipping after each step
- Added transitions to the steps to simulate movement 🏃
#JSDungeon
#JSDungeon
#JSDungeon
#JSDungeon
#JSDungeon
#JSDungeon
#JSDungeon
It's not perfect (images doesn't refresh automatically) and probably lots of edge cases to smooth out. So it'll remain as a proof of concept for now.
#JSDungeon
It's not perfect (images doesn't refresh automatically) and probably lots of edge cases to smooth out. So it'll remain as a proof of concept for now.
#JSDungeon
Been making lotsa tiny progress lately but I'm just too busy to post. Things are going to get even busier still, so I won't even have time to indulge in this for a while! Till next time 🐔👋
Been making lotsa tiny progress lately but I'm just too busy to post. Things are going to get even busier still, so I won't even have time to indulge in this for a while! Till next time 🐔👋
Just a couple of menus left before I jump back to the fun gameplay stuff 🐔✌️
Just a couple of menus left before I jump back to the fun gameplay stuff 🐔✌️
Added a Manage Party menu + some other fixes.
Might add in a class selection later. Was planning on doing modular characters w/ skills but I'm having second thoughts now.
Also having a shared inventory means dismissing a party member would result in them unequipping everything. 😵
Added a Manage Party menu + some other fixes.
Might add in a class selection later. Was planning on doing modular characters w/ skills but I'm having second thoughts now.
Also having a shared inventory means dismissing a party member would result in them unequipping everything. 😵
Will be changing the (shared) inventory flow so that it goes Manage > Select Character > Item List > Action, which I think makes more sense than the one seen in GIF (where you select a character AFTER choosing the action).
Just a record of my misadventures 🐔✌️
Will be changing the (shared) inventory flow so that it goes Manage > Select Character > Item List > Action, which I think makes more sense than the one seen in GIF (where you select a character AFTER choosing the action).
Just a record of my misadventures 🐔✌️
(It also supports a second party member now )
(It also supports a second party member now )
When presented with this menu, would you know how to navigate to Close button in screen B using gamepad?
Also, would you instinctively use scroll wheel on the item list when you're on the mouse?
When presented with this menu, would you know how to navigate to Close button in screen B using gamepad?
Also, would you instinctively use scroll wheel on the item list when you're on the mouse?
As for coding, all features have been reintegrated into new code base, except for combat. I have also updated the text system to support emoji/icons (in a hacky way because I don't wanna rewrite everything again 😔)
As for coding, all features have been reintegrated into new code base, except for combat. I have also updated the text system to support emoji/icons (in a hacky way because I don't wanna rewrite everything again 😔)
Improvements:
- Stack-based UIs, as seen in GIF, which is previously impossible due to UI being scene/state-based
- Framerate independent animation (deltaTime's back, baby!)
Improvements:
- Stack-based UIs, as seen in GIF, which is previously impossible due to UI being scene/state-based
- Framerate independent animation (deltaTime's back, baby!)
Few days after the last dev update I decided to refactor the codebase as it's slowly getting messy with 'if' checks everywhere (miraculously held up by duct tapes and prayers). I restarted with a blank project and is now reimplementing the features in a more organized way.
Few days after the last dev update I decided to refactor the codebase as it's slowly getting messy with 'if' checks everywhere (miraculously held up by duct tapes and prayers). I restarted with a blank project and is now reimplementing the features in a more organized way.
(yes, it's a Grandia-inspired battle system)
(yes, it's a Grandia-inspired battle system)
Done:
- basic main menu
- save/load system
- updated UI layout (more room for player stats)
- player stats display
- sprite instancing and pooling
- improved inventory system
- text queueing system
Done:
- basic main menu
- save/load system
- updated UI layout (more room for player stats)
- player stats display
- sprite instancing and pooling
- improved inventory system
- text queueing system
Done:
- variable width font support
- skippable typewriter text
- mouse cursor interaction
- scene navigation & event triggers
- sprite fading with Bayer dithering
- portrait support
- name input system
- basic inventory
Done:
- variable width font support
- skippable typewriter text
- mouse cursor interaction
- scene navigation & event triggers
- sprite fading with Bayer dithering
- portrait support
- name input system
- basic inventory
Done:
- state machine
- FPS limiting (too lazy to do framerate independent)
- 9-slice for popup menus
- mouse hover detection
(Bought a cheap RPGMaker bg pack for backgrounds)
Done:
- state machine
- FPS limiting (too lazy to do framerate independent)
- 9-slice for popup menus
- mouse hover detection
(Bought a cheap RPGMaker bg pack for backgrounds)
Done:
- Bitmap font w/ word wrapping and overflow support
- Basic sprite rendering
I should just use Phaser but where's the fun in that? 🤪
Done:
- Bitmap font w/ word wrapping and overflow support
- Basic sprite rendering
I should just use Phaser but where's the fun in that? 🤪