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BwdYeti

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Posts posted by BwdYeti

  1. Quote

    v0.7.2.1 - Feb 22, 2023
    -Added dialogue prompts and confirmation prompts for players to make choices in events
    -Added loop events
    -Editor checks if a project is missing types added in new versions
    -Added a preview button for audio to the editor's content manager
    -Display event script blocks more clearly

    Tactile finally has dialogue prompts! The engine was in a good place to add them without too much trouble, and even if I won't have much use for them that doesn't mean no one else will.
    Do note if you have an existing project you want to use with the new version, the editor will need code that is included in the update, so you will have to merge the update into your game using git. The process is described in merge.html in the quickstart guide of FEXNA, and you can ask for additional help if you need it for your pre-existing project.
    In the meantime, I'm still working on the port to use MonoGame for all platforms, so look forward to that in the hopefully not too distant future.

  2. Quote

    v0.7.2.0 - Sep 25, 2022
    -Officially supports Android
    -Added touch and mouse controls to all menus
    -Added a unified system for handling scrolling windows and menus
    -Supported pressing the help buttons at the bottom of the game map screen with touch controls
    -Reworked settings screens to have a consistent and intuitive design language
    -Added support for zone of control/obstruct to pathfinding
    -Added AI mission to seek a unit instead of simply a specific location
    -Fixed errors with PCs killed in the arena
    -Fixed unit move cap
    -Fixed rounded window corners in Windows 11
    -Added Data screen option to preparations
    -Fixed spellcaster hit animation loops
    -Updated UiFont character set
    -Added Community menu under Extras
    -Supported sending crash reports to a remote server, like metrics

    It's been a long time coming. This is a fairly large update to coincide with the latest release of FE7x, and includes full support for Android, among other things. Should still plan to provide a real guide on how to build for Android, but the project files are fully compatible now and all the ingame menus work with touch controls.


    The next major things on the docket in terms of Tactile development are switching from using original XNA to fully using MonoGame, to vastly simplify the initial dev install, and possibly automating the process to update your existing games when new versions come out, if I can figure out manipulating git more from code. In the meantime I want to do some work making Tactile more appealing to use, though.

  3. Quote

    v0.7.1.1 - Oct 3, 2021
    -Added missing shared libraries from 0.7.1.0
    -Editor checks for new releases on startup
    -Added a tab to the debug monitor for Battalions

    Fixes to the last release missing some files in TactileSharedLibraries and some small additions. Also, the editor will inform you if there is a new release now ~'3'~

     

    -edit-

    Quote

    v0.7.1.2 - Oct 4, 2021
    -Added missing shared libraries that were still missing from 0.7.1.1, whoooops
    -Added an option to the Tactile editor launcher to regenerate a project's libraries
    -Added a config value for the vertical position of the conversation text window

    Somehow messed up fixing the one main thing the last version was supposed to fix. All good now, and easier to update from older versions.

  4. Quote

    v0.7.1.0 - Aug 25, 2021
    -Add Android project and solution files, allowing building for Android
    -Add in-progress MonoGame project and solution files that do not require XNA, for future use
    -Move game bin/ output folder up to the solution folder
    -Change MonoGame include path to the pre-compiled dll
    -Update audio handling to function with the updates to MonoGame

    New update without too much new functionality at the moment for casual users, but Tactile now includes all the project files necessary to compile for Android. It's not explicitly supported yet/there's no how-to guide because there are many in-game menus that don't yet support touch controls, making it somewhat unplayable. However, if you're willing to poke around with the Android project files you could figure it out. The work on the next update will be focused on adding touch and mouse support to every menu and providing support on how to build for Android.

    If you have trouble building a new project with the new version after using older versions, you may need to delete your TactileSharedLibraries folder and let the editor regenerate it on new project creation.

  5. A little update

    Quote

    v0.7.0.3 - Mar 24, 2021
    -Report any crashes encountered by the unit placer from the main Tactile Editor, for easier debugging
    -Refresh move ranges whenever status effects wear off, which fixes a crash involving El’s Passage
    -Fixed centering of “Last Turn” in the objective window
    -Bugfix for inventory size config edits for generics from the last release

     

  6. New version up. Download pages linked in the first post will always have the most recent version.

    Quote

    v0.7.0.2 - Jan 24, 2021
    -Improved support for changing actor inventory size
    -Fixed an error with release builds
    -Fix build success check in the editor to handle non-English dev environments
    -Fix crash in the recolor editor
    -Fix editor not using the active project's TactileLibrary.dll
    -Handle loading weapon data with weapon ranks that no longer exist
    -Fix animation association preview visual bugs when computer display scale is larger than 100%

    The first two of those updates are part of the engine code, so to update an existing project the easiest way is to use git. The guides included with FEXNA explain the basics if you need help.

    re: assets above, at some point I would like to put together an open source and free to use pack to include with the base engine. Something to work toward in the future.

  7. 4V6o7qY.png

     

    Spoiler

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    (old topic link)

    It’s the engine FE7x uses. This is the public beta. Have fun.

    The core engine and more information are available at http://bwdyeti.com/tactile/.
    However, I expect that what you actually want is

    FEXNA
    FEXNA is now a content pack for Tactile, a collection of GBAFE assets that have been ported into the engine, for use when generating a new project. While Tactile is an original engine I have the rights to, FEXNA has been split off to play it safe. Use at your own risk of course, like with hacking.

    The FEXNA links are available in this Google doc. If you just want one simple download, you can get FEXNA and Tactile in one package. Otherwise if you’re interested in trying Tactile on its own, you can get just the FEXNA Content Pack separately. Copy it into Tactile Editor/srccontent/ so the editor can find it.

    Source Control
    The engine and content are all on GitHub, if that is a thing that interests you. FEXNA can be found separately on GitLab.

    Setup
    Installation instructions can be found at bwdyeti.com/tactile/install/, while a more detailed guide explaining creating a new project and getting started with Git can be found in the FEXNA download.

    License
    There are detailed license files in the download and on GitHub. The tldr is you can do whatever you want with Tactile other than sell it, and for now you can use the FE7x content that’s in FEXNA for educational purposes, but don’t distribute it as part of your own game. We’ll sort out making much of the 7x content available at some point.

    Patreon
    If you read all that and thought “wow that guy made a whole game engine for free, I sure wish I could support him somehow”, I made a Patreon I guess. Tactile will always be free to use, as well as all kinds of other stuff I made, but I appreciate the consideration.

  8. On 10/24/2017 at 7:51 AM, DLuna said:
    On 10/24/2017 at 1:48 AM, Myke said:

    There is talk of a lunatic mode, but we'll see.

    Only if it doesn't involve increasing enemy stats from hard. If you can think of other ways to make the game more challenging, then that would be awesome. Different enemy AI, enemy classes, maybe weaponry etc... I think it's important that enemies don't just get stronger though, since that disrupts gameplay balance and unit viability. Enemies with higher AS just mean that units reliant on doubling become bad. That's quite a bit pitfall in regards to design.

    Unfortunately this is the only realistic way a higher difficulty is happening. The number of players on hard is less than a tenth of normal, and lunatic would be that much smaller. Hard mode's changes are all individually designed compared to normal though, which lunatic would still preserve, so bigger numbers on top of the weapon, unit count, reinforcement, enemy class, etc changes should still combine to a coherent, if... 'crazy', challenge

     

    re: confusion over chapter order, an update soon will help and an interface update in the future will make things much clearer. For now though, the correct chapter order is to just play through each list of chapters as a self contained story arc, and then move on to the next block. If you have an unlocked chapter you haven't played yet, that's the next chapter.

  9. So this is unrelated to FEE3 and might not even make it out for the next release but

    [spoiler=huge image]odNqcCB.jpg

    Apparently I never posted this photo anywhere back when I took it in April because I am a bad

    This is not actually playable because I haven't even started touch controls, let alone finished mouse controls, nor do I have any idea what kind of performance I'm going to get, but just know it's still planned

  10. It's worth noting that the majority (even the vast majority) of such weird name choices are for legendary weapons, or otherwise singular weapons. Likely many were chosen for their connotations (Excalibur, Thorhammer), or because there aren't a huge number of important mythological axes, bows, spells, etc (Armads, Murgleis, Nidhogg, whatever Swanchika is)

    Pugi is a Prf, but is not unique, so on those terms its position is debatable

  11. ...consolidate all three Anima weapon types into a single weapon rank, while retaining the Fire>Wind>Thunder>Fire triangle?

    Change all anima tomes to primary weapon type "anima", secondary weapon type fire/thund/wind. All weapons can have either one or two weapon types, and both are counted for the weapon triangle (for example, light brand has WTA against runesword)

  12. Mouse and touch features are planned, there's no reason to have a PC game that you can't play with a mouse. 360 controllers are already supported, but because of XNA "limitations" other controllers apparently aren't, so I'll have to deal with that

    Extra skills beyond the 4th would not show up in the list but would still obviously effect the unit. You could implement something like PK suggested with a scrolling list, or change the skill icon size to fit more in the list (I'm considering doing this for unrelated reasons). Hidden skills is not something I had planned and not really something I support; it smacks of hiding information from the player

    Missed attacks still rolling crit for their animation is something I'm planning to add, I like the idea of an enemy starting their crit animation not being a guarantee they'll hit and the suspense that comes along with that change.

    Triangle attacks will exist, 7x has a peg trio.

  13. vcEPO3b.pngra7z7n9.png

    Hey, here's a new demo

    Lots of features that weren't ready for the last version, more balance changes, and bug fixes. Maybe even a new character?????

    Most importantly though, is hard mode for the rest of Uther's chapters, as well as rebalancing hard mode in the first few chapters. I'm very interested to see how hard mode is working out and how the difficulty feels, on its own and compared to normal mode. So please try it out, and post any feedback you think of.

    Also there won't be another new version for a while, other than small updates with fixes, because I'm switching focus to the FEXNA beta. So I guess keep an eye out for news on that idk

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    Sure is nice to know how you're doing midchapter, and not only ever when you're already done and can't change anything

    (Also just finished creating hard mode versions of all the chapters \'3'/ )

    A system like awakening where you can skip animations with the press of a button without having to completely turn off animation would be great.

    You can hold the next unit button (L) while a battle starts to toggle animation mode for that battle, just like in FE13. You can also skip battles with Start/Enter, as well as AI turns.

    I used an Angelic Robe on him just before the battle started ... however, Uther is no longer Drunk

    pfffff

    After using items in preparations it would fully heal them, in case they gained hp. The full heal method also restores status to normal :Y

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