Some #pixelart I did waaaay back when I was just starting out in #gamedev. Sorry about the magenta - it was the transparency color key!
I used C++ with SFML back then. I lost the source code for the prototype it was for, and the build I have no longer works on Windows 10 so...
For #screenshotsaturday, I wanted to show off the new system I'm implementing for my game! It allows you to transform into different creatures, each lending their strengths and weaknesses.
Effects and looks are all non-final π
#tactics#turnbased#gamedev#indiegame#indiedev
For #screenshotsaturday, I wanted to show off the new system I'm implementing for my game! It allows you to transform into different creatures, each lending their strengths and weaknesses.
Effects and looks are all non-final π
#tactics#turnbased#gamedev#indiegame#indiedev
For #screenshotsaturday, I wanted to show off the new system I'm implementing for my game! It allows you to transform into different creatures, each lending their strengths and weaknesses.
Effects and looks are all non-final π
#tactics#turnbased#gamedev#indiegame#indiedev
I'm not an artist, so I use pre-made assets in my game (at least for now). I had fun changing the snake to match the slime's color, and then putting a crown on it π
The slime you've seen in my posts is by @thanhnguyen0_0. The π is by @omabuarts.
#gamedev#indiegame#indiedev
For #screenshotsaturday, I wanted to show off the new system I'm implementing for my game! It allows you to transform into different creatures, each lending their strengths and weaknesses.
Effects and looks are all non-final π
#tactics#turnbased#gamedev#indiegame#indiedev
@thanhnguyen0_0@omabuarts Some more transformations for the slime! Recolored some more critters and put the same crown on 'em π’π¦
Like in the thread starter, the models in this image are sourced from Omabu Arts (critters) and Awaii Studio (slime and crown).
#gamedev#indiegame#indiedev
For my turn-based tactics game, I'm prototyping a system where the player can assign a sort of global modifier (calling them Aspects for now) that can help inform builds/archetypes. Some Aspects even convert negative effects to positive!
#tactics#gamedev#indiegame#indiedev
For #screenshotsaturday I wanted to show off the Area Size Up effect and what it does for the Arrow πΉ, Beam βοΈ and Breath π² abilities!
Note: "Big" is the display name. "Hungry" is there too because it increases mana cost.
#tactics#turnbased#gamedev#indiegame#indiedev
For #screenshotsaturday I wanted to show off the Area Size Up effect and what it does for the Arrow πΉ, Beam βοΈ and Breath π² abilities!
Note: "Big" is the display name. "Hungry" is there too because it increases mana cost.
#tactics#turnbased#gamedev#indiegame#indiedev
Working on a cone-shaped area-of-effect visualization for abilities like breath attacks. How does this look to y'all?
#gamedev#indiegame#indiedev#tactics
Continuing from the last #screenshotsaturday, here's what happens when you combine colors for an ability - it can cover more defense-type-matchups, it will become less effective to what it's weak against.
#gamedev#indiegame#indiedev
https://t.co/5KaDi89Rh2
My tactics game has damage and defense types: BLUE is good vs shielded, GREEN is good vs armored, and RED is good vs unarmored and unshielded.
Armor and shield run out though, after which BLUE and GREEN become less effective!
#screenshotsaturday#gamedev#indiegame#indiedev
Continuing from the last #screenshotsaturday, here's what happens when you combine colors for an ability - it can cover more defense-type-matchups, it will become less effective to what it's weak against.
#gamedev#indiegame#indiedev
https://t.co/5KaDi89Rh2