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Found 84 results

  1. Hi, i want make a rpg game but i don't know what frameworks use for it, i would can use phaser but i have difficulty with this( collide, physics, etc), any idea o suggest for make my rpg game? ( i don't want use unity)
  2. RPG Dialogue System

    Hello, guys, I am trying since days to find an easy working solution for my game project. I want to add a simple dialogue system, similar to this of Pokémon, with just a dialogue box and some text appearing in it. Unfortunately, there is no tutorial which could explain or help me out with this, or I am not able to find one I got a .json file with all the dialogues (attached) and I want to call them into my actual state. For entering the dialogue I have already this, but the text wouldn't be displayed update: function(){ game.physics.arcade.collide(monk, buildings2_noWalk1, function(){console.log('buildings2');}); game.physics.arcade.collide(monk, buildings1_noWalk1, function(){console.log('buildings1')}); game.physics.arcade.collide(monk, mountains_nowalking1, function(){console.log('mountains');}); // Activate Dialogue Mode if(enter.isDown){ game.paused = true; //set game paused } // Set Dialogue if(game.paused){ console.log("Dialogue"); game.add.text(100, 100, "Test"); } Could someone help me out? I really just want it in a simple way, no complex scripting. Thanks a lot Best wishes Moonware dialogue.json
  3. Memory Trees RPG Life+Farming Game the game will be quite big. I plan that there would be shops to buy tools, items for harvesting, planting, fishing, etc. Then there would be mini events to score our crush. I believe that this will take a long time to finish:We want to make a game that make you happy and enjoy it -Gameplay- Based on RPG Rune Factory , the game wil be in a 3D world Download beta version Memory trees Alpha 7.8 Become Patreon for play Memory trees Alpha 0.8+ Main Character and character that can get getting married our game make 2 version for male and female story will be Different we know that our game still on develop still have so much thing to do but hope you still enjoy If you like please Share our project Memory Trees Our website and Follow us => facebook twitter tumblr instagram Some screenshots
  4. Hello guys, So I am something like 3 weeks after the beginning of my game. It has been quite some fun and I believe I have made some good progress. Now since I got most of the mechanics going, AI, Battle system, Player control, HUD, terrains, npc's and characters , I started adding the server. The game is a multiplayer online RPG. My first try was to add Babylon.js to Node and I thought that would make it run, it didn't. Babylon.js seems to be requesting for a window object ( and thats fair to be honest ). Searching the forum I didn't see any solution so I thought to develop the server using electron. Also since electron can be run as headless that really is a viable option for now. I am not really convinced though so I thought to ask here about other ideas. Just to clarify, I need Babylon.js in the server side code because the server is authorative. I am not using any physics, just the navmash library of Babylon which need to be both sides in order for prediction to work. Client side and server side simulations need to be mostly identical to avoid as much server reconciliation as I can. So I would love to hear your thoughts about it. Thank you and best regards, RelativeNull/
  5. Displacement filter scale issue.

    Hi, I've long wanted to implement a neat looking invisibility effect for my game, tried using DisplacementFilter, but stumbled upon an issue with scale property. While it works correctly to displace areas under the displacement sprite I created, it also displaces entire container on which the filter is applied. I presume its from non existent knowledge about the subject and how those filters work, but I'm still hoping for either a fix or a reasonable explanation if anyone can help me with this please. Everything in my code follows DisplacementMap example on pixijs.com (one with the grass and magnifying glass). What is different is my stage tree. I have 3 containers for each layer and inside those there are separate containers for chunks that hold the map data, since it comes from the server. const playerSprite = new PIXI.Sprite(new PIXI.Texture(PIXI.utils.TextureCache['player.eyes'])); const displacementSprite = new PIXI.Sprite( new PIXI.Texture(PIXI.utils.TextureCache['player.normal']) ); let displacementFilter = new PIXI.filters.DisplacementFilter(displacementSprite); playerSprite.position.set(16 / globalScale * fs, (8 - globalScale) / globalScale * fs); playerSprite.scale.set(globalScale, globalScale) this.scene.addChild(playerSprite); this.scene.addChild(displacementSprite); displacementFilter.scale.x = 20; displacementFilter.scale.y = 20; displacementFilter.enabled = true; displacementSprite.position.set(16 / globalScale * fs, (8 - globalScale) / globalScale * fs); displacementSprite.scale.set(globalScale, globalScale) return { scene: this.scene, filter: displacementFilter }; the return value from this block is added to the main stage container, and filters are applied to bottom 2 layers. Should i perhaps look into filterArea? Here is the undesired effect on the edges. You can also see the slanted top layer on the trees. so 2 layers are moved by the filters scale property.
  6. Hi!, I need some help doing new maps for my game: https://multionline.herokuapp.com/ Check this post to know more about the game: http://www.html5gamedevs.com/topic/29477-multiplayer-game-with-items-levels-monster-and-pvp/ I leave all you need to build the map in the zip file of this post! (you need to use tiled to edit it) If I uses the map your name will appear in the game Map Set.zip Thanks!.
  7. Hey! I'm working on a 3d multiplayer browser game where you and up to around 1500 (I say around because I'm still experimenting with the performance) other players explore and grow in a fantasy world. I'm still developing the game, but so far I've built in chat, some basic combat, the beginnings of a leveling system, movement, the ability to wield things, as well as a bunch of other things. I've been writing my own game engine as I go, but thankfully a lot of it is in place so these days I'm finally focusing on creating the content and trying to make something fun. Most fun aspect of development so far: So far my favorite moment has been plopping a few animals into the game and trying out combat against them. That came after months of implementing a skeletal animation system, so it was great to finally see it work in the game. Biggest Challenge so far: I've had to learn a lot of math and 3d concepts while making the engine, so those were each challenges in their own right. The biggest challenge right now though is the art. I'm completely new to making art so, to be frank, everything that I'm churning out is complete garbage! My hope is that as I make more and more of the art I'll get better and better, and then be able to double back and clean up all of the awful art that I've made thus far.. We'll see how that goes.. Advice that I'd love to get from you: - When should I focus on building a player base? Right now I'm mainly writing the core gameplay and trying to churn out 3d models / animations. How far does one need to get into a multiplayer RPG before it's good enough to have a consistent player base? I'm definitely still experimenting with building something that's truly fun, but I sure don't want to be in a position where I'm trying to improve the game forever without getting players. - Would you play a multiplayer RPG on your mobile device? All throughout development I've had a goal of maintaining 60 FPS on mobile devices, and having controls that are just as fun on mobile as they are on desktop. One thing here is that I'm not entirely sure if people would play a casual browser RPG on their mobile device, vs. just their desktops. My assumption is that they would, but I'm curious about your thoughts here? Should I continue to focus on this? Check it out: You can play the game all throughout development at on the Lighthouse Tale website. I also blog about development and 3d game programming concepts on my person site chinedufn.com, so always feel free to let me know anything that you'd like to read or learn about! www.lighthousetale.com
  8. Hello! My name is Mika Pilke and I've been a hobbyist musician and music writer for about 20 years. For now I haven't been too active looking for projects that need sounds or music, but I'd like to change that. I've also been active gamer for 25 years, and it has been sort of a dream of creating them too. And since I like creating different atmospheres, it would seem quite logical move to offer my skills for someone who is developing them. Though of course I'm willing to do music for a lot more than for games only, if needed. I do have to mention that I'm not a rock-hard pro, but I am very serious with my stuff. Two years ago there was one project for what I did 30 songs/ambiences, but game never actually was finished. Does not really matter though, since it was a fun journey and did give some important experience nevertheless. I'm not sure of the total amount of songs I've done, but it is far over 100. As an artist I am quite versatile. I do have tendencies of creating a bit darker atmospheres, but really, feel free to ask anything or offer any kinds of projects! I might have something up in my sleeve. For now I have been mixing and mastering my work alone, but for commercial projects I do have some contacts I can use to master and enhance my creations to top quality (two ambient songs listed below are mastered way too quiet, since I lacked good tools for mastering back then). Right now I do have full time job, so if you need 20 song in two weeks, I probably won't be able to help you. But if you give me a month or (rather) few months, it definitely shouldn't be a problem. Anyway, here's some of my recent work. Everything you hear or see is my work (photos, 3D-modeling, animation, shooting, music, mixing, singing, editing ect.). Everything except artwork in the video of the song Hellbreaker in which Jaime Jasso has been creator of all the visual art. Dreamland Synthesis - Awaiting This song was made to serve as menu music or such (horror). https://youtu.be/nyjdHfudUJA Dreamland Synthesis - In Peace With this one, my goal was to do a song that would fit to a RPG or JRPG. Village music? https://youtu.be/maZT13jDRWk Dreamland Synthesis - Morbid Tomorrow Darkish ambient. https://youtu.be/YK4un5O016Y Dreamland Synthesis - Nebula Core This one would maybe be suitable for some dark scifi-styled horror game. https://www.youtube.com/watch?v=3Qu4uB3HtiI Dreamland Synthesis - Hellbreaker I think when I did this song I was imagining some sort of moment being chased. https://youtu.be/w8QIfSVZ0io Dead Cold Ground - Towards Eternity This was my project at the beginning of this year. I kind of got out of the hand, and took almost a month to finish. Working alone takes it's toll. https://youtu.be/hI7JVdlW_34 And here's some of my newer creations also: https://logamp.com/MikaPilke/music Please, feel free to contact me if there's any questions or other things on your mind. pilkemika_gmail.com
  9. 2d + 3d rpg

    Hy guys, I need ideas for a rpg project..basically the players will be in 2d and some 3D environment well not totally 3D, check this website to see what I'm talking about : http://naruto.oasgames.com/en/play
  10. Game Pack Bundle Sale

    10 Tile Packs all together https://mikemac2d.selz.com/item/10
  11. PhaserQuest - Roleplay Mod

    PhaserQuest - Roleplay Mod. This is a version of PhaserQuest with RPG elements in it such as levelling and an equipment system. Many thanks go to the original developer of PhaserQuest and of BrowserQuest for the assets. Play the Demo Here: http://vps128058.vps.ovh.ca:8081/ Note 2 - You also need to be level 2 to equip the next beginner sword. The dialog is missing for now.
  12. Guild Tycoon

    First and foremost Guild Tycoon is a game where a player controls a set of characters, provides them with equipment, and sends them off to fight in dungeons awaiting their hopefully successful return with wonderful loot. Players over decades have seen this type of system in many different iterations from Diablo, to World of Warcraft, to, well…, Guild Tycoon! Personally, I adore games like Diablo and World of Warcraft where players can fight through battles and improve their characters to access forever expanding content within the game. However, I found that I grew somewhat wearisome of the required investment of active time to progress. My thought, and basis for the game, is that players can get similar levels of enjoyment out of an experience that automates some of the tasks that would otherwise need to be controlled directly. I wanted to build a game where players set actions for their characters, game administrators set actions for enemies in dungeons, and a server runs a fight based on a set of rules and returns the result. It's not much to look at yet, but it's taken quite a bit of work to get to this point! I have since scrapped that original GUI, which was built on DotVVM, for the not-as-popular-as-the-original version of Angular. The server is built using ASP.NET Core, and the information is stored in a Microsoft SQL database. Everything is hosted in Azure. DotVVM, Angular, and ASP.NET Core are all types of frameworks. I think it's best to conceptualize frameworks as toolboxes. They contain everything you need in order to build a specific type of software. As an electrician needs a different set of tools than a painter, developers need different frameworks specialized for certain purposes. This analogy breaks down a bit as you dive into the specifics since frameworks are usually designed to be fairly malleable. I started with DotVVM because it is a framework built on .NET. It’s specialty is building GUIs. It uses coding languages I was already familiar with, C#. Since I had never built a GUI before, using a familiar language was a comforting idea. However, I quickly found out that when I ran into issues, I couldn’t figure out how to resolve them. Most of the popular online outlets for help in the software world also had almost nothing on DotVVM. After hours and hours of frustration, I decided I should just bite the bullet and learn a completely new language and a completely new framework that was better supported, had a larger community and was vetted by larger entities that already use the framework for their products. This would be more work upfront, but down the road would eventually pay off. Before jumping over to Angular, I decided to give another framework a shot. I had heard some good things about Aurelia, and (unless I’m mistaken) it is headed by someone who left the team that created Angular. I was able to stand up the basic example quickly, but as soon as I wanted to add my own authentication system I ran into issues. I looked through the documentation and spent hours online troubleshooting my issue, but I couldn’t resolve it. This left me to consider two remaining options, React and Angular. I looked at both, but to be perfectly honest, I decided to try Angular because the “Getting Started” tutorial was pretty much my game. Fortunately, I did not have to go through as much struggle in order to decide on the right framework for the server. My dayjob already uses .NET MVC for our backend, so I knew I could stick with that. The difference is that I decided to upgrade to .NET Core, mainly because it is far simpler to implement a custom authentication system. SQL databases have been around for decades, and I didn’t necessarily want to spend more time learning yet another system for saving information unless there was a compelling need, so I stuck with the traditional approach. To communicate between .NET Core server and the SQL server I did decide to select Dapper, which is a tool that is gaining popularity over Entity Framework. The difference between Entity Framework and Dapper is that Entity Framework is designed to try to encompass all possible needs for interacting with a SQL server into a single package whereas Dapper takes the approach that each development team should build their interaction with SQL to exactly suit their needs. It's also completely open source: Front end , back end
  13. Arkona II

    Hello all, please take a look at my uber-alpha project Arkona II. It runs as a desktop app (courtesy of electron) but it is an html5/js game. I've only been able to run the mac version, so apologies is the other platforms are not working. https://github.com/uzudil/arkona2/releases Thanks! --U ps.: did I mention I'm looking for contributors?! It could be you...
  14. EnemieFollow

    Hello how are you, I'm developing a rpg game and I'm in the development of enemies, in short my problem I have an enemy (spider) that is dedicated to securing the player, but I can only ahcer follow the mouse, some solution ? My code is PRELOAD < game.load.image('ball', 'Multimedia/Imagenes/Personajes/spider.png'); > CREATE game.physics.startSystem(Phaser.Physics.ARCADE); balls = game.add.group(); balls.enableBody = true; for (var i = 0; i < 50; i++) { var ball = balls.create(game.world.randomX, game.world.randomY, 'ball'); } ------------ HERE IS THE PROBLEM --------------- UPDATE if (w.isDown || a.isDown || s.isDown || d.isDown) { // First is the callback // Second is the context in which the callback runs, in this case game.physics.arcade // Third is the parameter the callback expects - it is always sent the Group child as the first parameter balls.forEach(game.physics.arcade.moveToPointer, game.physics.arcade, true, 200); } else { balls.setAll('body.velocity.x'); balls.setAll('body.velocity.y'); }
  15. Hey there! Catacomb Chaos is an endless action arcade game where you try to survive against unrelenting waves of skeletons. You can loot gold and purchase potions for your next life. Let me know what you think! Play here: https://sambrosia.gitlab.io/catacomb-chaos/ I learned some neat stuff making this. Engine design, ECS, and steering behaviors are some of the cooler things I experimented with for the making of this game.
  16. Hi guys, I've been making a game project recently which I wanted to add some relatively basic lighting effects to. I really struggled with anything I found online and basically everything seems broken. After researching alpha masking and texture rendering at runtime I've come up with a demo which finally puts the entire piece together so people can use it. I really hope this makes a difference to peoples learning experience, their games and their appreciation for PixiJS. I welcome any mods to the pen as I'm not the best at writing super hot JS, I just want it to work. The demo includes moving a light cookie, changing its alpha, and overlaying a rectangle to emulate day/night - all which blend together nicely. The code can be found here: Thanks a lot guys, Some footage inside a working game demo can be seen here: And some more of my game concept can be seen here: This is the effect it has when used as lighting in my game, keeping in mind i have extra shadows on the tileset: Jammy.
  17. [WIP] Mosha Online

    Hey guys, I'm Hiro, from Mosha Games. I'm currently developing Mosha Online, an Online Social Multiplayer with some RPG that helps you interact with your friends through a virtual world. Right now you can register at Mosha and wait for the Open Beta to be released some time next month The game was made with an in-house engine. We like to call it, "Pollo Engine", entirely with HTML5. It's a very basic engine that can handle multiplayer with several online players. Right now, we are currently on a campaign on Indiegogo to accelerate our development, because game development can be cruel and costly... So, here is our campaign: https://igg.me/p/2041428/
  18. Hi, I'm working on my first game using Phaser. Super Endless Kingdom is a top-down arcade shooter/rpg with resource/city management elements. I still consider it to be in beta although it is fully playable and released on Kongregate here: http://www.kongregate.com/games/RubbleGames/super-endless-kingdom-mega-quest-extreme I'd really appreciate any comments, feedback or suggestions anyone has. Also if you can take the time to give the game a rating that would really help (I think part of the reason for the low rating so far is that Kongregate weights a games score down if a game doesn't receive enough real ratings, anyone with more experience could perhaps shed some light on this).
  19. Hello everyone, we are Alexandre and Julien and we just released The Weave of Heroes, a free RPG on HTML5. We would like to have your feedback. Weave is a humorous rock-paper-scissors inspired RPG with strategic combat and neat graphic novel style graphics dubbed. This pocket sized role playing game features complex counterattack mechanics nested within a purposefully bite sized mission structure tailor made for questing on the go. In this tongue-in-cheek adventure it’s up to players to rescue their sister from an army of goofy monsters while learning new skills and confronting a mysterious foe in the process. Play on web : http://iandcow.com/ Features : A simple but suprisingly deep combat system literally based on rock-paper-scissors A selection of techniques allowing for clever combinations and varied combat A colorful and cheerful graphic universe, inspired by cartoons An adventure full of humor and colorful characters A Legend competition mode requiring skill and risk-taking More than 50 varied and original achievements to unlock in the Android version We already have some awsome feedback : Super Game Droid http://www.supergamedroid.com/2017/01/31/rps-rpg-the-weave-of-heroes-ventures-onto-android/ With its silly storyline, wonderful art style, and engrossing combat system The Weave Of Heroes makes for a great mobile-centric RPG. Piotr Apostel Gamedev http://dyingsilence.blogspot.fr/2017/02/review-weave-of-heroes-rock-paper.html It's design is brilliant in it's tightness and variety! Let's play by NimbleThor See you soon on the wall of fame ! Alexandre and Julien
  20. Latest version always here Play only with keyboard and mouse. Without a name or a proper design document i started to create an diablo clone in browser. I am working alone, i didn't use any framework but instead used scala.js which compiles to javascript. Its just a side project, working on this on weekends and nights (if i dont play something else haha ). Image assets are mostly from this guy http://opengameart.org/users/clint-bellanger Its probably not the typical html5 game Not 100% sure if i finish it (at least at some degree) but it will be for free anyway. I am planing to do a rich skill tree, no inventory, stats boost drops, skills acquired from boss enemies. The hero is a mage + necromancer. At this point its kind of playable but everything is in test state (one test enemy, one test npc, one test map ... ) let me know if you have performance problems ( if so, mention your OS and browser ) Also what do you think about the idea. Thx Viso.
  21. Arkona (working title) is an isometric retro rpg in a style you may remember if you played pc games in the 90s. :-) I'm looking for people who are just into this stuff. The game is in a relatively early stage and is meant as a hobby project only. I could use help with: - music/sound fx (there are none so far) - 3d artist: is toon-shaded creature animation your thing? - pixel artist: see screenshot below for reference - coder: phaser+es6+webpack, there is a lot to do (combat, inventory, pathfinding, etc.) - other: want to write conversations, design levels, etc? Get the source here: https://github.com/uzudil/arkona Thanks for considering! --U
  22. Grid-based physics plugin

    UPDATE After posting this I decided to create a repository on Github and I made a new "official" thread in the forum to post updates on the progress, and for anyone to drop questions, ideas and stuff. Github: https://github.com/nkholski/phaser-grid-physics Forum: http://www.html5gamedevs.com/topic/28051-grid-physics-plugin/ ----------------------------------------------------------------------------------------- Hi all, I've been thinking of doing an old-school RPG for a while (haven't we all?), and decided to start with a plugin for grid-based "physics" for me to use. I reached a point where I got most of what I will need, and thought I could share a small demo. If there is interest I might improve the plugin and remove parts that are tied to my game so that others may use it (it would be really easy to make something like Sokoban with this). The demo is here: http://metroid.niklasberg.se/gridPhysics/ The hero is controlled with the arrow keys. Use the controls in dat-gui in the upper right corner of the browser to change properties. Things to do: Push objects (even multiple objects in chains). Walk or push things into one-way directional tiles. Explore the Hero properties. Code examples //Init 8x8 grid physics game.plugins.add(new GridPhysics(this.game)); game.physics.gridPhysics.gridSize = { x: 8, y: 8 }; //Enable grid collision on a tile map layer game.physics.gridPhysics.enable(layer); // Enable grid body on sprite: game.physics.gridPhysics.enable(sprite);
  23. To The Capital Release

    To The Capital - is roguelike game with battles as in old jRPG in a medieval setting with pretty graphics.. Features Combination of Rogue-like and jRPG! Generated world! Pretty graphics! Great soundtrack! Fights, upgrade and trade! Improved weapons and armor! Dungeons, monsters, golds and loot! You are a messenger with the southern border are sent to the capital to deliver a message to the king of traitors in the Council, eager to overthrow the current government. Found out about the sent messenger, the Council began to send out the announcement of the reward for Your head. Your objective is that would reach the capital in the North and to give the king a message about traitors. To The Capital is available on Steam http://store.steampowered.com/app/574580
  24. Pixel Cave [roguelike]

    Hi, its my firsh HTML5 game, I made it after playing PIxel Dungeon : ) For UI i used react.js. Gameplay part is canvas+js. No any other frameworks. Maybe for next my game ill take phaser. : ) Features: 8 bosses about 25 enemies items with random generated properties random generated levels You can play it here: https://pixel-cave.com About any bugs you can report me in game menu. : ) I've fixed some bugs, reported via these menu already.
  25. Heya! I've been a long-time lurker on these fine forums, and I hope to change that by becoming an active and valuable member here. There are a lot of great like-minded developers to communicate with and share in our common interest; game dev with HTML5 technologies. The entire team on this title is very humble and open. If you need a re-tweet or just want to chat, feel free to give get in touch! We love helping out other devs. Finally, for my first post, I want to share a Kickstarter funded project I have been working on with 4-other talented developers: Game Website: http://www.shadowsofadam.com/ Developer: Something Classic Games LLC. Developer Website: http://www.somethingclassic.net/ Developer Blog: http://blog.somethingclassic.net/ Press Kit: Press Kit Buy: Direct | Humble Store | Steam All pre-orders receive instant access to the beta. Shadows of Adam is the self-proclaimed modern day successor to the oft-heralded classic JRPGs of the ‘90s. A shining example of sensibility through contemporary design. Its incredible story is backed by world-class pixel art and nostalgia-inducing music that you’ll be humming for decades to come. Random encounters, mindless dungeons, and empty dialogue are all tossed aside, favoring instead, substance through simplicity: only the choicest cuts of story make the game; every battle provides a meaningful challenge; each map is its own expression of exploration and beauty.The story follows an outcast with a fearful power who ventures out into the unknown world to save her father and herself. Along the journey, dangerous foes present an ever-growing challenge, and players will have to level up, find equipment, and learn new skills to overcome them. Combat takes place in a traditional turn-based battle system, albeit an upended one. Notable mainstays like ability points have been redesigned from the ground up to support faster paced battles where using powerful skills is an every round affair, and the only way to succeed is through careful planning. Dungeon exploration takes a similar turn where intent and purpose help drive the player’s decisions. Whether riding hot air vents in a smoldering volcano, battling Cthulhu-like plant monsters in a murky swamp, or solving puzzles crafted by ancient practitioners of magic, every step and turn in Shadows of Adam promises to offer some novel experience, guaranteeing thrills and twists that will keep players guessing until the very end. More Screenshots: http://www.shadowsofadam.com/ 16-bit JRPG glory with a modern design 10-12 hours of gameplay (12-14 if you never figure out how to run) Delicious graphics (consume raw at your own risk) A deep, character-driven story with lots of humor Blazing fast battles that will set your pants on fire No random battles. Monsters are on screen, waiting for you to thrash them! Four playable heroes with unique skills Save anywhere! Inspired music you will find yourself humming twenty years from now Suplex dragons Revel with clean freak pirates Sneak past gambling addicted guards Learn novel new swear words Sample strawberry flavored potions Evade taxes at a booming black market Deface ancient graves Run from the cabbage lady Eat the mushroom sauce of a lunatic witch (with a fork) Stomp through an old man's house in the middle of the godforsaken night Why are you still reading this? Get the game! Developed by: Connect: Twitter: @SomethingClassc Facebook: Something Classic Games Kickstarter: Kickstarter Technical: IDE: Webstorm 10 Development Server: WAMP Version Control: GIT via GitHub Game Engine: ImpactJS Programming Language: JavaScript, PHP Level Editor: Weltmeister Code Debugging: TraceGL / Webstorm Bug Tracking: Trello Binary Distribution: Electron File Sharing: Dropbox / FTP / Google Drive Game Script / Design Document: Google Docs Team Communication: Slack / Email more Info:Tools of the Trade Choice Development Articles from our blog other developers may enjoy: The role of the Composer Budgeting the Art Costs of an RPG: Part 1 Budgeting the Art costs of an RPG: Part 2 Budgeting the Art Costs of an RPG: Part 3 Jump Inside My Head and Let's Map!