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Koruten [Posts: 91]
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  • [May 05, 2017, 04:51:12 AM]
Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
« Reply #40 on: May 05, 2017, 04:51:12 AM »


Now the real battling begins. Also camera lerping can do wonders.

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    Koruten [Posts: 91]
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    • [May 09, 2017, 01:07:04 AM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #41 on: May 09, 2017, 01:07:04 AM »


    Surprise! Networking.

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    Jumza [Posts: 1518]
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    • [May 09, 2017, 01:39:37 AM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #42 on: May 09, 2017, 01:39:37 AM »
    That's incredible! You've done such a crazy amount of work in such a short time!

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    Elric (Overseer) [Posts: 4050]
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    • [May 09, 2017, 01:49:16 AM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #43 on: May 09, 2017, 01:49:16 AM »
    Jesus christ monkey balls!

    I've seen others spend months on similar projects and not achieve half of what you have in such a short time

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    Koruten [Posts: 91]
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    • [May 09, 2017, 03:53:37 AM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #44 on: May 09, 2017, 03:53:37 AM »
    Thanks guys! If you have any questions or future suggestions let me know.

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  • ExL [Posts: 2]
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    • [May 09, 2017, 04:47:12 AM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #45 on: May 09, 2017, 04:47:12 AM »
    Even network support!? :shock:
    That's absolutely amazing, especially for such amount of time :shock:

    As for suggestions - well, I PM you about possible ways of combo implementation if there'll be any, but it's early for that. Maybe more terrain options before it gets complicated?
    Ones comes to mind:
    - miasma/poisonous water from Onimusha Tactics, same as water, but causing poison damage;
    - lava from TO, can't step on it(without floating boots), but can jump over, can be pushed there for killing;
    - quicksand - if standing on it movement reduces to 1 square;
    - thin ice, crumbles on next turn of standing;
    - retractable/liftable bridge;
    - open/closed door;
    - open/closed dam;
    - dryable water tiles for when dam is closed;
    - stepping triggers for bridges/doors/dams/traps a) triggered when stand on; b) triggered when stepped on, untriggered when stepped again;
    - covered hole trap/crumbling ground finishing turn if stepped on;
    - spike trap damaging if stepped on(+finish turn maybe);
    - web/vines/swamp slow effect;
    - treasure tiles with common expendable items, acquired if turn added on tile(maybe later limited to those who own certain skill);
    - tall grass/myst lowering accuracy, increasing evasion;
    - river with fast stream that moves unit standing on it according to it's current(maybe into whirlpool or waterfall);
    - teleport-trap, interrupts movement teleporting to different tile, but can continue turn;
    - later on maybe other traps activating spells like fire trap, paralyse trap, ice trap, etc.
    Those should add a bit of variety to combat giving wide range of tools for mapmakers... Such stuff probably is good to have early, project can gain bonus popularity with map contests...

    Godspeed and good luck!
    « Last Edit: May 11, 2017, 09:14:31 AM by ExL »
    Programmer
    Koruten [Posts: 91]
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    • [July 23, 2017, 06:30:40 AM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #46 on: July 23, 2017, 06:30:40 AM »
    It's been a while. I've been busy with stuff in my personal life, it got in the way of development. So here's a nice dev update, long overdue.

    I've been working on multiple races and classes, implementing them slowly into the game. One of the new races is featured in these gifs. They're sort of like Kobolds. There are more races to come however, so stay tuned. Palette swapped sprites have also been added. They work similarly to FFT where they use a predefined palette of 8 colors for the sprite and 5 additional colors for the portrait.



    So I can get something like this in-game.


    The formation screen was started on today, with great results. It also showcases different class sprites in play.


    (forgive my quick sprite work.)

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    Zeke_Aileron [Posts: 173]
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    • [July 23, 2017, 07:51:03 AM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #47 on: July 23, 2017, 07:51:03 AM »
    This looks amazing, you're doing great, i also really like those Kobold sprites to me them seem somewhat perfect to be in FFTA2. btw for the level/leveling system will it mainly be FFT/FFTA's leveling system i do like the leveling system; although, i favor FFTA2's way of leveling, but that's just me, anyways keep up the amazing work i can patiently wait to see what your next dev update is.  :D

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    Koruten [Posts: 91]
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    • [July 24, 2017, 09:31:04 PM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #48 on: July 24, 2017, 09:31:04 PM »
    Thanks. The leveling system is going to be something similar to FFTs. (Gain EXP for each action done in battle)

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    Zeke_Aileron [Posts: 173]
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    • [July 24, 2017, 11:16:42 PM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #49 on: July 24, 2017, 11:16:42 PM »
    Thanks. The leveling system is going to be something similar to FFTs. (Gain EXP for each action done in battle)

    Ah ok, i'm quite fond with FFT's/WoTLK's Leveling system since you got exp for your actions and JP along with it so even when you felt like you accidentally overleveled for some reason you had a lot of JP to use to learn all the abilities you could learn to keep your character from being just a high level body-bag. I personally didn't like FFTA's leveling system cause you only earned exp in battles and AP for your abilities was only given to you after the fight with only those that participated in it(which in turn the body bagging happened well for me at least..), and FFTA2's system for me felt balanced in some ways.


    So seeing that it takes from FFT's system is really impressive, keep up the outstanding work. :D

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  • Programmer
    Koruten [Posts: 91]
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    • [July 24, 2017, 11:37:07 PM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #50 on: July 24, 2017, 11:37:07 PM »
    No associated portraits for the jobs but multiple jobs and races in a battle.


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    Koruten [Posts: 91]
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    • [February 10, 2018, 12:16:47 AM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #51 on: February 10, 2018, 12:16:47 AM »
    It's been a while, but I'm still going.

    been working on a lot of stuff, one being an entity editor for the map editor. at the moment it only allows generation of a random unit, but will be able to edit the finer details afterwards.



    I've also been working on the status screen during battle.



    Plans for the event editor are in the works and i hope to start on it after the entity editor.

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  • Blunderpusse [Posts: 20]
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    • [February 10, 2018, 10:33:03 PM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #52 on: February 10, 2018, 10:33:03 PM »
    Any progress is appreciated. I'm really glad that you've been able to work on this engine. Keep up the good work. It's looking ace so far.

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    Zeke_Aileron [Posts: 173]
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    • [May 09, 2018, 03:02:07 AM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #53 on: May 09, 2018, 03:02:07 AM »
    Wondering if progress for this amazing engine is still progressing?

    Oh, i do have a question about the engine, if once fully completed will it be a purchasable/donation feature as a way to support you for doing this amazing project, and will it have ways to export and import assets/resources ranging from sprites, music, sounds, graphic animations, tile maps, etc?

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  • Justarius [Posts: 7]
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    • [October 13, 2018, 06:41:47 PM]
    Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
    « Reply #54 on: October 13, 2018, 06:41:47 PM »
    I spoke to Koruten via Twitter a few weeks back. It seems like it's something he's still working on, but other work got in the way. I'm still excited to see if this goes anywhere, would love to build something in GMS using it.
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