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Steven Colling

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A member registered Feb 09, 2014 · View creator page →

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No, I really appreciate it! :) I think there's nothing worse than absolute silence after releasing something. I will have a look at Foundry.

Thank you for the insight, really appreciate it! More compatibility sounds like a good idea. Would you value Foundry support over other VTT in general or on a more personal note? By the way, Hex Kit tiles can be set up in Hexxmap with the following map properties: 160,190 / 50 / 160,140 / 0,0 (size, displacement, distance, offset).

Fair point, I will have a look at it! :)

I'm not all too familiar with Foundry, but one could load the exported image file (png) into it. I've uploaded the export of the sample map, available here, in case you want to try it out. :)

Yes, right now the Tile Stories are meant as a tool for the dm. A preview client sounds very reasonable as a new feature! :)

The map is meant to be exported to an image file (png). Would that work for you?

I'm using .NET 10.0, WindowsForms, MonoGame (DesktopGL) and Typography.OpenFont. I think the challenge would be WindowsForms (and Systems.Drawing within).

Fair point! :)

I'm almost sure it won't work on an emulator because of one of the libraries I use (I researched that some time ago).

I wanted to focus on Windows first and the tech isn't really suitable for web-based, sadly. I also don't own a Mac. If I decide to do Linux at one point, would that work for you? I'm really sorry! :(

I use an own human-readable format, but I could add a JSON or YAML export, if someone needs it and has a use case for it. I've uploaded the demo map Hexxmap comes with as an example.

Yes, they are! You can copy them to the Content folder, either restart Hexxmap or press F6 to reload the content and they are available within the editor, although you have to set up the hex grid (dimensions etc.) once. If you want, you can have a look at the documentation, specifically this and this.

The map files are text files which can be opened and edited. I actually used redblobgames' tutorial on hex grids, it's an amazing resource. What type of data format would you like to see?

Thank you!

I hope so! :D

Thanks! :)

Ha, nice! I hope it suits your project well. :)

Hey there! :) All figures come in 3 versions: with a full white border around them, with a white border ending at the bottom of the figure, and without any border at all. You can find them in the folders "figures.standard_full", "figures.standard_semi" and "figures.standard_none" respectively.

Ghosts make everything better! Thank you. :)

I'm working on another project currently, but after that, I will give it a go! :)

Thanks! :3 The map is not an asset pack, but a map to be used in pen&paper (tabletop) roleplaying games and virtual tabletops (e.g. Roll20).

No problem, glad it works! :)

Hey! Sorry for the inconvenience! I'm not sure if I understand correctly; could you give me a screenshot of the problem and let me know which tiles (subfolder) you are trying to use? Thanks! :)

Absolutely adorable!

As addictive as an idle game should be!

Great concept, but what I like the most is the overall style (artwork, sounds, music) and how you executed it!

Amazing concept and execution!

The intro cutscene was really cute. Congrats for putting this into a game jam game! :D

Very fun and challenging, love the Devil Daggers inspiration! I survived long enough that the game started lagging because of the amount of enemies spawned! :D

What a clever concept, and the artwork fits it very well, too!

That's a really nice concept for the shooting mechanic, making the player plan around his shooting trails! :)

Really cute puzzle game and nice take on the theme! :)

It's such a long time, I honestly can't remember. I think I implemented a kind of brush system where the generator is painting land and terrain like grass in random directions (basically a big circle moving around on the map), but I'm not sure and the source code is inaccessible and stashed away in backup files. I'm sorry I can't be of more help! :( The objects on the map like rocks and plants were actually just random placements.

I mean, you could also fire up an image editing software like Krita and edit the progress bar into the desired length.

For that case, you usually tile the texture. The basic idea is to draw the left part of the progress bar, then repeat the middle part until the desired length is reached and then draw the right part. What engine/framework do you use?

I used XNA/MonoGame for this. I never used Godot or GameMaker, at least not yet! :)

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This should be transparent as far as I'm aware of... can you send me your script file, so I can have a look? (info@stevencolling.com)

Edit: this was a bug and it is now fixed in the version 1.3 of Tile Builder! Thanks for pointing out the issue. :-)

Out of curiosity, what tool did you use?

Do you mean this? If so, there isn't really a source file (it's all drawn on one layer). If you mean the shore around the example map at the very top, it's also directly drawn around that map on one layer, but here is the source file nonetheless.

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Hey BlueCorvid!

Sorry for the inconvenience! :(

The tiles should work with HexKit. Also sorry for the cascade of questions, but I hope we can fix the issue together! Which tiles are you trying to make work with HexKit? With a border or without one? Flat or pointy? What do you mean with "empty borders"? Can you post a screenshot of it looking weird?

Thanks for taking the time!
Steven