Looks like I'm back in the game (literally and figuratively). Small changes to #CustomizableJrpg: it now shows the correct player name when attacking, and a consistent message when damaged.

#IndieDev #GameDev #JRPG #PixelArt #GodotEngine

Looks like I'm back in the game (literally and figuratively). Small changes to #CustomizableJrpg: it now shows the correct player name when attacking, and a consistent message when damaged.

#IndieDev #GameDev #JRPG #PixelArt #GodotEngine

Me: oh hey I've written shaders before, creating a monster death one should be easy
One hour later: I'll just download this dissolve shader and ... !

#CustomizableJrpg #IndieDev #GameDev #PixelArt #Shader #GodotEngine #JRPG #WIP

Spent too many hours refactoring messy code into better code. It's amazing how quickly I fall into old cringe patterns when not thinking. Result is MUCH cleaner.

On the flip side, you can see monster names now!

#CustomizableJrpg #IndieDev #GameDev #PixelArt #RPG #GodotEngine

Slow progress on #CustomizableJrpg due to personal stuff going on. Meanwhile, I got monster targeting to mostly work, and mostly look okay. This is a bit overblown, but much clearer than the tiny gold arrow.

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#CustomizableJrpg is my dream game, inspired by the SNES (and some PS1) classics. Like Chrono Trigger and Lunar, you can walk around freely, and enemies chase you until you touch them. They disengage if you get too far.

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Started on the battle scene today. It's a work in progress. Replaced the character with the apple dude.

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Game works end-to-end (for what's there). You can start the game, walk around, but not into some tiles (all placeholders at this point). Still, it's nice to see things connecting together.

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Mostly invisible progress on my #CustomizableJrpg game. Added a placeholder background. The hero and villain are randomly selected, and their names are injected into the events.

Here, the third event has the hero's name, and the fourth event has the villain's name

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