Skip to main content

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

Joel J Games

191
Posts
573
Followers
263
Following
A member registered Feb 22, 2021 · View creator page →

Creator of

Recent community posts

Good idea

Yes I've found myself doing the same a few times, before switching to a marquee/select copy and paste. I don't know whether including some form of moving those tiles across would work or cause complications, I'd expect it'd need to be without any tile indices, e.g. just as the tile graphics which could then be indexed manually in the document if needed, or if it that'd be more annoying if you're going between different projects/levels and you have stamped tiles following you when you didn't want to.

I'll make a note to look into the undo-redo as there are some manual rules set as to what should be included in the undo and redo and what shouldn't, so they may need a tweak. I agree things with the possibility to preview shouldn't be shaded with an overlay too, it's been removed in some places so will have a look around for others it hasn't been yet.

Thanks! Yeah I can definitely see the value of two tabs open at the same time as I'm often working between too, I'll have a think about how it could work in the UX.

Thanks for the suggestions. I'll add both of these to the future features list, I've done similar in the past myself (luckily usually have my project files included in my GitHub commits so could dip back in time).

That's awesome, thanks again for the offer, I'll make note down for the release.

Excellent, thanks for letting me know, I'll update the article.

Check out 1.5.1!

(1 edit)

Hey, thanks for sharing the excitement and any coverage would be awesome! It's all ready from my end and it should be dropping in less than 2 months now!

Good idea, when in this mode CMD/CTRL could do the reverse (move by pixel). I'll add it to the list for a future version.

1.5 just pushed out with lots of little improvements and polish!

Hey thank you, and congratulations on making it to end of the demo! It's getting published and a physical release, so should be available in the next couple of months! I can't wait to get the full game out there and share more details!

If you do get the chance to recommend it to anyone, it'd be very much appreciated!

Here you go – https://joelj.itch.io/tessarium/devlog/1561172/tessarium-v141-isometric-shapes-prefab-import

Thanks for the suggestion!

Hey, thanks for the feedback, always good to hear it's useful!

I'll add your suggestion, to the list!

Thanks for the support, ideas and being an early adopter!

Of course, I'm expecting to have the final ROM finished this weekend, it's just in final QA testing passes, typos, minor things like that, and it takes a really long time to play through! I should have details on the release coming with a month or so, and I've got a launch trailer and some other exciting things to drop later this month!

Hey, clicking outside the canvas to either pan or to drag marquee selections has been added in the latest version, thanks for the suggestion!
tessarium-is-version-one

Hi Saba85, I'm afraid I can't offer the digital version yet due to restrictions by the publishers, but if that policy changes or once that period is up (which ever is sooner) I'll be sure to make it available! Thank you for showing interest, it's definitely noted!

Thanks Andrew!

Thank you, I really appreciate that. The other main tile apps never quite clicked with me either, so a lot of this has come from trying to make something that feels easier and less of a fight to use for the way I work, reducing that barrier between creating something in pixels artistically and working quickly. Really glad it’s helping you!

Great to hear!

Yes, so if you hold down CTRL or CMD when you drag an area, that's the 'tile' based mode for most tools. So with the marquee/select area it'll do it by snapping to tiles rather than pixels, and for fills like the dither, or shapes, it'll do it snapping to tiles. Hopefully that solves your problem, but I'll also add mouse clicks outside of the canvas to the list too.

Thank you! Yes, let me see if I can set up Stripe as well (the only other option in Itch payment processor settings)

There are indeed! It'll be released this year, I should be able to share more details about the physical release in the next month or two.
Not a problem, hopefully it's making people's level design lives that bit easier!

The Terrain tools should be easy and quite intuitive to use, I always got a bit confused with other implementations. Similar to the Frame UI tool, but with customisable randomisation support, so you can choose to shuffle the tiles, or lock them, and also link together if they're tiles that only work when next to each other.

You should be able to skip the intro before and after her dialogue starts with Start, but yes, the Grandma dialogue is hard to skip when it begins, but it’s quite short at least! Sorry for the annoyance! (Fall from Space I’ve made all the intros screens skippable or fast forwardable).

I'm going to add terrain brush to the list anyway and I'll look into it at some point to see if a simple implementation is possible.

(1 edit)

Thanks for reporting these. The import should be tighter since (v0.1.3), both for tiles and various tile sizes and palettes.
The  freeze, if it happens again, there should be a developer console in the View file menu, if you could screenshot any errors in there it might help narrow things down.

Not a problem! Will continue to work on and improve. Hopefully the Linux version works fine with shortcuts etc, I've not been able to test yet being on MacOS myself.

Great idea, just trying one out where you can import a GB Studio frame, drag to size and also make your own custom one out of tiles, seems to work pretty well, will add to the next release when ready.

Hey Andrew, the game is finished! – bar testing (which it's in at the moment) and any bug fixes that might arise. I'm just putting together the box/manual, trailer, marketing stuff etc. Expect news on release in the next few months and thanks for following the project!

Thanks!

Thanks Annie! It's going to be GBC, I might try and get a stripped back DMG version working at some point in the future, if there's demand, but as it stands now it makes use of too many GBC features for lighting effects, performance in action scenes and a few other things

Congratulations on completing the demo and thank you for the comments!

Great tool thank you for making, FYI the download button didn't seem to work in Safari for me, but did in Chrome.

Really clever idea, this is great!

Hi vernSL, thanks for the interest! It's a little too early for me to tell for sure, until I have some other people run through it in the QA testing who don't know exactly where they're going, how to solve everything etc, at a guess, 5–7 hours depending on thoroughness? However it's very choice based and there are multiple endings and difficulty levels to encourage replayability.

Hi Russ, it'll be coming out as a physical release next year, but I'd expect the announcement and details to be a few months into the new year, once I have the final version it'll still need lots of testing and inevitable bug fixes, and I've got a manual, trailers etc to put together too.

Thank you for staying interested all this time!

Hi Bruno, thank you for the support! I appreciate that and do plan on making the digital version accessible on here when I'm able to.

It's a bit close to completion now for it, but it's a fun idea!

Haha, thank you! Good news, it's (finally) very close to completion, probably around a month or two from finish...

All thanks to feedback received so I'm not just imparting my preferences on people! Thanks!

Glad it's not just me!