I'm sorry but it's hard to answer, I don't have any website to say go there and you can get everything on here
Engvee
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Greetings! I really seen a pinned post about «We ask that you no longer post requests for payout help on our community forums» and I'm sorry to open it here. But there is no other way left. I have no clue where to get further support about this case... And I was patiently waiting the time that already got out of all acceptable boundaries and terms. 65 days payout is still in «review» status. A week now as I sent a ticket via «Contact support about this payout» and have no answer. Payout id: 209969. Seems something is going wrong.
Any help please? Thank you in advance!

I probably shouldn't have replied here again; it'll take up your time again, but my conscience won't let me leave you without gratitude! Thank you! The form status is now "Validated." I'll wait a few more days before contacting support about the payout because with actual tax info it can now be processed properly. Have a nice day!
Greetings! Same here. Sorry about entering your conversation instead of creating a new topic. I completed W8BEN-I form at January 19th, so my payout with id 209969 created 57 days ago and still being in process...
I see topics here with answers thats were saying «do not ask how long it takes to...» but after 1.5 months of form validation and two monts payout being stuck I really think something is going wrong. Can you please help me with at least some advice or answer or any T_T
You can use alpha-blending on terrain not only as material-to-material mix (to prevent looking as separated repeating tiles) but also try light-to-dark mix (and maybe imitation of static lightning system). Some places of terraing must look slightly darken, some lighter. This way even abolutely same tile package will not be looking weird.
You rock! First time exclaimed "WHOA!" seeing that bloody splat on monster death and second one on portrait with dirty clothes and face - absolutely amazing!
As I see there is already working collision system, navigating and path finding, skill system, dialogs, script-scenes - essential base for any game - is powered up.
Maybe some polish of control timings, skills balance and monster animation timings (Idle is too fast like they breathe too much) may be necessary of course. But with this fundamental part you can already start the main story narrative process and level-design.
Oh, I see animated water and lava so can suggest you to implement some interactive traps: spikes from ground, arrows from holes on the walls, disappearing bridge/road, lifts to secret cavers (and secret rooms behind mirage/false walls too). You can polish them on test level and then to design locations according.
Speaking summary: I'm verry impressed!
The most I think fast way to test is construct 3. Use: editor.construct.net its paid no-code engine but you can use up to 50 events absolutely free. I mean it's really free to open it anywhere anytime and drop a sprite on canvas in two clicks and test few animations. I don't recommend to use it for heavy games and animations, because they need some code to load sprites on the fly and to unload unused ones (and maybe some cache) to prevent RAM overload. But works perfectly for prototyping
Wow basic mechanics are working! There will be a lot of to do on polish and balance movement with obstacles, interiors and passages, pathfinding... There's already AOE and DOT mechanics implemented I see, bottles and inventory, that's great!
I think you need to give to some of your friends to play few minutes and test move, attack, react and other speeds. What is slow for you may be too fast for others and may require some balancing, Keep going!
This one (pic) - canonical isometric, except the only difference that we are looking at object on 45°, not 35.264°. I mean 35.264° seems like world is stretched into the distance. So object is on the floor, we need to lift our eye higher to look from some height, and value of this height will raise an angle between floor and eye. This angle is 45 degree, like Sacred, Titan Quest, Grim Dawn, etc. Such high angle give better object readability and less visual conflicts.
If you need a really «exact-exact very strict» 35.264° isometric projection, I can try to upload such version
This is my own video about it. I was planning to make second and third video part about my own script that controls the rendering and my own program I made to control Texture Packer. But such explanation lessons are not really needed to community so I left idea to continue posting videos. Here is the link if you are interested:
Thank you very much! I'm working now on cloth simulation and some animation mixing techniques, so maybe there will be some higher quality sprites, because I really want to see better cloth, hair, transitions, materials, etc.
Also, I will be very glad to see any demos of games or work-in-progress whan available!
Hi! Under assets that can be used in commercial projects (even free) there is the text you mentioned above. However, if your game/show/video/presentation is not a paid one, you can leave prototyping sprites in public available version. Third way is donation, that is exception from this rule: you can release freely available project but it can stil receive donations.
I wish to be able to release more and more free characters and monsters that can be used in commercial projects, but, unfortunately, don't have much time to...







































































