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Messages - Dendrobats

Pages: [1] 2
Game announcements / Re: NIGHT IN FOG - Tactical RPG
« on: May 22, 2017, 01:18:18 PM »
Yes it tottaly works, saved games works after load from different resolution UI fix script is executed.

Also made custom mod app for end user more here:

Scripts, plugins, utilities, goodies / Resolution Chooser
« on: May 22, 2017, 01:15:30 PM »

Today I programmed Resolution chooser for packaged game.
As my game uses modular approach and stage 6000x6000px I can use multiple resolutions for game,
but WME by default dont use multiple resolutions so I coded my own version.
Free to use if needed.

Compilded EXE here:
Python script here:

When package game you should exclude startup.settings so this app can change parameters in it.
App should be putted in same folder as and game.exe
Icon and TopImage can be changed in GFX folder.

Game announcements / Re: NIGHT IN FOG - Tactical RPG
« on: May 18, 2017, 04:01:49 PM »
Now testing multiple resolutions feature in game.
And at this point its seems very likely to be possible, as my stages are modular and are 6000x6000px in size by default, by changing resolution I just make more area to be visible.
So I need to write some script with realign UI at game load and it should work.
Other thing with I will need to find solution is End User settings mod so he can change resolutions from there.
startup.settings can be excluded from build so just need to change one line of settings.....

Game announcements / Re: NIGHT IN FOG - Tactical RPG
« on: May 18, 2017, 02:09:12 PM »
New small update

Now engine has:

- doors that work automatically;
- automatic box script;
- Proximity holograms with appears and disappears based on distance;
- improved walk animations;
- a major bux fixes;
- shadow script for NPC and main actor;
- improved battle engine.

Here are some pics:

And here latest Demo:

At this point we have 3 copywriter in team and we are starting to work on story and dialogues.
Still some open positions for coders and artists if someone wish.....

Game announcements / Re: NIGHT IN FOG - Tactical RPG
« on: October 25, 2016, 02:42:02 PM »
New demo:

- New gun selection script
- New levels
- All NPC calculating gun damage and accuracy and distance by gun they using so its more balanced.
- All skills are linked
- Random levels or encounters when travel
- New camera move possibility in battle (find badguys)
- Radiation damage improved
- Improved tile based levels generation
- Huge chunk of bug fixes, main script completely rewritten
- Some nice transform effects on windows added
- When you die you can be resurrected if you buy insurance in Revacorp HQ

Still looking for talented people to join team!

Here are some screens:

Общий форум / Night In Fog - Need help!
« on: September 15, 2016, 08:08:38 AM »
Ishu ludej dla sotrudnitestva.

- Dizaineri
- Pregamisti
- Ilustratori

Bolshe o prejekte zdes:

Kak pisal i na angliskom forume, ideja vtom shtobi zdelat normalnij demo katorij patom na Kickstarter palazhit i mozhet kakoita budzet palchitj shtobi akonchetj polnuju igru.
Vse ljuti v projekti ravni i jesli kakaij bi pribalj v budoshem palucehetsa budim dilitj porovnu.


my email is


As is seems now I have stalled on game and I don't have energy on this project, its hard to make this on my own, I need team.
Also we lost our copywriter and now seeking for another one.

So I would like to take more developers  on this project:
 - Coders (Backend core coder, Scripters);
 - Designers (3d, Illustrations);
 - Copywriter;
 - Music artist.

At this part project has no budget, so no payment:)

But plan is to make more playable game and try to put it on Kickstarter, and then maybe we will have normal budget and so...
If game makes to sales, idea is to divide all profit evenly on people in development group.

Here is game announcement and latest playable domo:
There is lot already added to game:
 - Functional but not ideal battle engine;
 - Skills system;
 - Radiation damage in radioactive areas;
 - Custom dialogues;
 - Boxes;

So interested ones please apply, and write something about yourself - projects/ games /skills usable for project and contact information.

Game announcements / Re: NIGHT IN FOG - Tactical RPG
« on: February 12, 2016, 03:56:13 PM »
I created Facebook development page:
Feel free to join!

Game announcements / Re: NIGHT IN FOG - Tactical RPG
« on: February 11, 2016, 04:14:10 PM »
Small UI tweak
Game Demo updated.

Game announcements / Re: NIGHT IN FOG - Tactical RPG
« on: February 03, 2016, 01:49:17 PM »
First of all thanks for good words, those are with keep me going on this project!

I work on game in free time after day time work, so it goes slow right now but in more / less plan is to launch playable demo in 3,4  months with some locations and normal story mode and maybe launch Kickstarter campaign. Then maybe it will go faster:)

Right now I have copyrighter who works has written some SiFi books. She is working on story right now, after story is ready will implement story in game and make new levels/ items/ conversations based on story.
Meanwhile I work on tweaking engine, making battle engine more mature...
I also work on more SiFi atmosphere in game, will remake buildings soon based on skeches I made...

If all goes as planned then official launch date might me 2017 2Q.

Keep fingers crossed!

Game announcements / Re: NIGHT IN FOG - Tactical RPG
« on: January 22, 2016, 01:19:16 PM »
Yes, Thanks to Mnemonic for Engine!

But there is some simple things I miss in engine with I suppose could easy be implemented:

1. Possibility to define item type:
Code: [Select]
   CAPTION = "WME User's Guide"
   NAME = "book"
   SPRITE = "items\book.png"
   CURSOR = "items\book.bmp"
   CURSOR_HOVER = "items\book_h.bmp"
   SCRIPT = "items\book.script"

   TYPE= ITEM   // GUN , BOT anything.....

2. As I use a lot of tiles In Scene Editor possibility to use CTRL+C and CTRL+V and DEL
3. Autoselect with mouse in Scene edit

Game announcements / NIGHT IN FOG - Tactical RPG
« on: January 20, 2016, 03:04:15 PM »


I would like to announce new game called:

Its planned to be Japanese Cyberpunk Tactical RPG :)

Story is happening in future Tokyo based environment where global corporations has control and you will have some story and problems with them.

Right now engine has possibility to:
Do battle with up to 5 companion fighters or how I call them BOTS, will be able to make them later in game from items
Skill based dialogues
XP reward system
Battle move based on AP
Collision system - actors don't move on other actors
Battle FOG - Can't shoot enemy if you don't see him behind obstacles
Defense tiles - reduce damage from enemy
Simple AI
Diametric maps
Loot dead
Non activated objects, with activates when you shoot them
Weapon Damage/ Audacity/ Distance system both for player and enemy

To do:
Main story implementation
Improved AI
What happens when you die
More weapons
More levels based on story
More skills
UI improvement

Anyway right now I am focused more on engine itself not on story, will implement story when engine is more mature, lot of bugs to catch out.

Game Domo
You ar welcome to give your feedback and ideas….


Some Screenshots:

Technical forum / Re: Is it possible?
« on: October 08, 2015, 08:56:35 AM »
Ok I found out that I just needed to write it like this to work:

BlockRegion.Blocked = true;

Technical forum / Re: Is it possible?
« on: October 08, 2015, 08:41:36 AM »
Another question:

If I add layer:

var BlockRegion = MainLayer.InsertRegion(100,"BadguyBlock");

How to set it as Blocked region?

Thease one dont work:
BlockRegion.Type = "Blocked";

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