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Posts by IsoCON VTT

A preview build of v0.9 should be up sometime this week!

3 days ago 1 0 0 0

I've been putting off dealing with a bug in edit mode for so long that when I finally went to track it down I discovered an entire block of code commented out with "@todo" in a comment. I uncommented it and the bug went away

brilliant

maybe I should approach refactors with a bit more rigor

2 weeks ago 4 0 0 0
An isocon screenshot showing Volvadani units

An isocon screenshot showing Volvadani units

Assuming Games for Freaks vol. 4 comes out first, the new Maleghast house Volvadani will be supported in the next release of IsoCON!

2 weeks ago 4 2 0 0
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Tile indicators will be back in the next release!

3 weeks ago 1 0 0 0
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Dang check out this old UI I found in my screenshots folder

4 weeks ago 3 0 0 0
A screenshot showing a streamlined token library

A screenshot showing a streamlined token library

A screenshot showing a streamlined settings dialog

A screenshot showing a streamlined settings dialog

A screenshot showing a streamlined Add Actor dialog

A screenshot showing a streamlined Add Actor dialog

A screenshow showing a context menu on an actor with several items nested under "Properties"

A screenshow showing a context menu on an actor with several items nested under "Properties"

IsoCON is getting an all-new UI with the next release - the big win is nested menus, which might make it possible to do map marking (and possibly some editing) without having to change modes. Also, tabbing between fields is vastly improved (read: works at all).

4 weeks ago 5 0 0 0

I've been feeling limited by my janky homescript UI system. I finally dropped some scratch on a UI package. Swapping out components is a bit of a pain but it's gonna save me a ton of time in the long run.

1 month ago 1 0 0 0
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v0.8.0 Released Features Sessions can now be saved and loaded Session will autosave every 5 minutes or when exiting to launcher GameSystems replaced by Actor Types Multiple Actor Types can be active in the same sessi...

v0.8 is here! Session saving, actor types, tags, clocks, new actor UIs and more!

delzhand.itch.io/isocon/devlo...

1 month ago 1 1 0 0

All features for v0.8 are complete and I'm starting QA. Hopefully I'll have an official release sometime this week!

1 month ago 1 1 0 0
Lancer in IsoCON - prerelease
Lancer in IsoCON - prerelease YouTube video by Delzhand

Lancer in action!

youtu.be/4s-NLOY23to

1 month ago 4 1 0 0
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HUD for Lancer mech tokens

1 month ago 2 0 0 0
Lancer Mech tokens at scale 1, 2, 3, and 4

Lancer Mech tokens at scale 1, 2, 3, and 4

We large

1 month ago 1 0 0 0
A 3-hex size token showing that unlike with squares, orientation matters when hexes scale up

A 3-hex size token showing that unlike with squares, orientation matters when hexes scale up

Well that's a fuckin' problem, isn't it

1 month ago 0 0 0 0

Looks like the hardest part is actually the shadow projector. Making a outline-able hexagon from first principles in shadergraph will be an interesting challenge.

1 month ago 1 0 1 0
An IsoCON screenshow showing the same token at 4 different sizes.

An IsoCON screenshow showing the same token at 4 different sizes.

Well, that wasn't so hard. Only took about 4 hours. Size 1, 2, 3, and 4 all work great. Even sizes drag to tile corners and you can position them at any elevation when it's ambiguous. The hard part is done, so hexes should be a quick change as well.

1 month ago 4 0 1 0
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Time to lock in and fix movement/placement of large tokens so that I'm not "faking it" by choosing the bottom left corner as the token's "center". Been avoiding this forever.

I think this is the last task before release. Lancer support might be pretty basic to start in v0.8.

1 month ago 3 0 1 0

I probably could have tried to do less and released v0.8 by now, but nah v0.8 is going to be a big one. The one after that might wind up being 1.0 and the end of the beta tag???

1 month ago 2 0 0 0
A snake enemy with 2 pips of health and 100 pips of vigor, the token overhead display is absurdly large, roughly 10 times the width of the token itself

A snake enemy with 2 pips of health and 100 pips of vigor, the token overhead display is absurdly large, roughly 10 times the width of the token itself

Icon 2.0 indicates that mobs have a max of 6 vigor per member. Icon 1.5 has no such stipulation.

But, uh, it probably should

1 month ago 2 0 0 0
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Spent most of today reimplementing ICON 1.5 in the new system

1 month ago 3 0 1 0
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It works in reverse too, maybe even a little better because hex maps are a bit simpler due to the lack of slopes and stairs.

1 month ago 1 0 0 0
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I just, entirely on accident, discovered that you can load maps created in square mode into hex mode and it... kinda works? The hexes aren't rotated correctly, but it's definitely playable.

1 month ago 8 1 1 0

I've gotten some feedback that cursor interactions could be a bit flaky, so I rewrote the pointer interaction stuff tonight. It's much cleaner in v0.8. Feels good.

1 month ago 0 0 0 0
Isocon v0.8.x Lancer Menu and Quick Number Entry Preview
Isocon v0.8.x Lancer Menu and Quick Number Entry Preview YouTube video by Delzhand

Lancer preview that also shows off the improved UX for commands that require numeric input

youtu.be/7toae52bRdg

1 month ago 1 0 0 0
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As an added bonus, I was able to make these classes entirely self-contained, which will make this closer to a true plugin system. If set up correctly they'll self-register, so no more hunting through 3 different files to add support for a new system.

2 months ago 1 0 0 0

I've already got a ton of ideas and they're dead simple to implement. Corpses and Blocks in Maleghast. Stateful interactive environment objects. Mobs in ICON. I think the enemy hordes in Hellpiercers might be doable with this, though I'll have to refresh my memory on how they work.

2 months ago 1 0 1 0
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Progress continues. Moving all the game logic to the tokens allows peaceful coexistence of multiple types at once, each with their own UI. See here - an environmental token with no stats, a "basic" token with a simple HP bar, and a mech from Lancer indicating HP, Structure, Stress, and Heat.

2 months ago 9 1 1 0
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Lancer WIP. Overhead element for mechs shows structure (diamonds), stress (triangles), hp, and heat (rhombuses). Dunno why it's floating so far above the token, and it may benefit from being a little larger, but the basic idea is there.

2 months ago 1 0 0 0

This has some huge upsides. Environmental "objects", "blocks" in Maleghast, mobs in ICON - these would no longer need to be bastardized versions of the regular tokens.

2 months ago 2 0 0 0

I started digging into what it would take to support Lancer and it has given me a Brilliant Idea.

Pilots in Lancer have dramatically different stats and resources than mechs.

So if Lancer needs multiple token "types", why not split token type from game system entirely?

2 months ago 3 0 1 0

Another feature added to the next release: tokens in any game system can be resized at any time. Hulk out, polymorph, and power up to your heart's content!

2 months ago 3 0 0 0