Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hey Dezue, nice to see you here :)
I've added your requests (2 of 3) to the online doc.

Here some more details:

  1. Sprite sizes. As we were discussing on Bluesky, implementing bigger sprites isn't an issue at all. The max size of 64x64 was set because I was giving for granted that people would make smaller, graphically simpler games with a single atlas texture. Giving users the chance to use multiple maps and bigger sprites shouldn't be an issue, so it should be added without big issues.
  2. Export for web. This is a big one and something I was already asked for, if everything goes to plan I should be able to test if it can be done starting from next week. I don't like to make promises that I'm not 100% sure I can deliver, but I think it shouldn't be problematic to ship for the web.
  3. Support for spine animations. This can't be done in any way. The animations work with classic spritesheets, and I don't see any reason to bore you with minute details, but just know that implementing any other type of animation is literally impossible and would ask for a complete re-design, re-write of the engine that would change it to something very different and too generalist.

Hope this post was useful! Let me know if you have any question. :)

Heyho and thanks!
2 out of 3 is a pretty good rate XD
I think the web export is particularly useful to have just because it makes playing so much easier for potential players.
Re-working your engine to fit Spine animations is too much, I agree with that. 

As for the cutscenes (with or without dialogue), I was heavily thinking of Skald: Against the Black Priory, if you happen to know that game:
https://store.steampowered.com/app/1069160/SKALD_Against_the_Black_Priory/

For example these ones:



That's the first game that came to mind mind when I learned about your engine :D
Stay funky!
Dez

I agree with you, the web export is very important :)


The  engine will allow classic dialogues, with or without characters portraits, and will also allow for cutscenes (both things are still a bit in sea, so unforntunately I don't have yet too many details on utilities/limitations to give you) and the GUI will be completely customizable. That's to say that the image you have in your mind (I didn't know the game, it's pretty cool!) is quite accurate :)

Sounds great!
I'll follow your progress.

The game btw is one of the best "oldschool gameplay with modern sensibilities" kind of games in recent times that I played.
Maybe worth a play/watch for you.
Cheers!