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Tactile - SRPG Game Engine (and FEXNA)


BwdYeti
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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.

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Beautiful! I am sure that this is the future for FE-like fangames! 
Thanks to BwdYeti and his team we now have the opportunity to develop 100% legal games.


For anyone who is interested in receiving and sharing free and legal high quality assets for Tactile:
Have a look at the "ANB Toolbox"

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(this image shows a 32x32 tileset from CMagister and two map sprites from FE7x,)

Link: Download and discussion at FE Universe

I also included an actual project to keep this goal alive. In the end it should contain every important asset for the creation of a great FE-like fangame. But: 100% legal.

Why you should use Tactile:

  • Gorgeous graphics and beautiful format (320x192) - It really does make a difference!
  • Detailed implementation and continuation of FE8 mechanisms.
  • No technical limits: Basically, almost anything can be programmed (C#; XNA).
  • No graphical limits: Sprites, animations etc.- take your freedom!
  • Responsive mobile version technically possible.
  • If many use it, we can better help each other.
  • Most importantly: Game development without infringement of intellectual property is possible! While this can be said for some GBA patches, at least Nintendo’s EULA is “violated” there.

Get Tactile today, let's develop together!!

Poridur

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  • 3 weeks later...

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.

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  • 1 month later...

A little update

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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

 

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  • 5 months later...
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.

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  • 1 month later...
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.

Edited by BwdYeti
new release the next day
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  • 11 months later...
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.

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  • 4 months later...
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.

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