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Yesterday Development

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A member registered Jun 02, 2018 · View creator page →

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Hey Richard, thanks for the feedback! The UI is where I probably spent most of my time so I'm glad to hear its well received haha, took a lot of work to get is 'just right'. As far as the Turn Order GUI, its kind of a lengthy explanation so I'll have to post a video to YT with more details and let you know when that happens. For now though, the general idea is this:

1. PanelContainer -> HBoxContainer -> Control -> TextureRect(s)

The Control under the HBoxContainer lets the inner TextureRects move around freely, while still letting you inherit what their size should be based on the constraints of the PanelContainer/HBoxContainer that holds it all.

2. Outline Shader on the character images

The TextureRects each have the corresponding character image, and this has a Canvas shader that outlines the texture with a color that is picked based on whether the character is an enemy or ally.

3. TurnManager (class)

This isn't GUI itself, but its the data that drives the GUI. It holds all of the character's and their turn orders in an array, where turn order is implied based on index. When the array changes, the TextureRects are updated. If there are, lets say, 8 texturerects - each rect is assigned the nth index of the array from the TurnManager and just displays that character's texture. So rather than having a TextureRect assigned to each character implicitly, its more about being assigned to a specific index in that array the TurnManager maintains and then updating the GUI state whenever that array changes.

I hope that maybe gives some idea. I hope to put out videos soon going over the project and discussing more of the ideas and topics to help other people, its just kind of hard to compile all of that information so I've been putting it off haha

The tile adding to the dice face number was a pretty unique idea, definitely made some of those levels a bit more intriguing.

I was definitely stuck on it for a minute but it was a pretty fun puzzle once I figured it out. The "how many levels in 90 seconds" kinda takes the fun away because I wish I had more time to enjoy some of the levels, but I get why the 90 seconds constraint might be there.

Im not going to use this asset pack only because the theme of it doesn't fit what I'm trying to do... but I 100% shamelessly copied the design of it to fit my theme/needs. I love it, and I hope this doesn't bother you. Will definitely (try to remember to) share any end results with you and give credit for the inspiration.

I wanted to additionally thank you for the feedback, thank you so much :D

I'm glad to hear you enjoyed your experience, and I hope in the future we can maybe bring a fixed up version of this for you to enjoy more!

Yea apologies about the crash - just didn't get enough time for testing :(

I am glad to hear you liked it though! Thank you

I loved it! The art is great, and the transitions between levels was awesome.

What did I just play lol

Really cool idea, and I liked the intro but for the life of me I couldn't get past one of the beginning challenges where the glass is on the ceiling. Maybe a UI to visualize trajectory would be cool

Damn - this was really well made.

Ui could use some love but I thought it was pretty cool. Maybe effects when getting hit would have been nicer? Overall not bad

Left a comment on the game page, really well executed small puzzle game. I like the art direction.

Definitely a pretty unique idea, I like the intuitiveness in that I didnt need much to learn what to do. Very calming art style.

Its nice but hot damn - each level was so god damn hard lol

its a forgotten project :/ some day soon I will revisit it and upload a better version