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 )
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 😔)
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? 🤪