@sipibaki1 @reddit@RPGCodex Interesting! I wonder if it makes planning your moves a bit challenging? In FFT it was already a bit of a challenge to keep track of when an enemy’s spell might land. In this system wouldn’t you have to keep track of every action to plan correctly? Maybe I am missing something
How do you feel about casting / charge time in a turn based tactical combat system? This is where, after selecting to perform them, certain abilities take an amount of game time (turns) before they are actually executed by the unit #gamedev#indiedev#rpg#poll
It's currently 42°C in Paris, a perfect day to release anime.js 3.1.0! Mostly bug fixes and a complete easing functions refactoring. https://t.co/i995i30mki
More level gen stuff. Had to add 2 more tile types (null + transition) so I can later do biome transitions between regions, so 16 tiles -> 96 per biome. A lot, but I think probably worth it - the 80 extra ones are very similar to the first 16. #screenshotsaturday#gamedev
@wwr Hmm, how do you specify the OS to run the command for? The nwjc command seems to only take a single input? Are you saying you just need to bundle the binary separately with each build?
@wwr "The compiled code is not cross-platform nor compatible between versions of NW.js. So you’ll need to run nwjc for each of the platforms when you package your application." This is confusing me do you mean you need to run it for each OS platform? Or each NWJS version?