lionz's Recent Forum Activity

  • I could make it but you are trivialising the work by saying it is only a battle system, I could not just make it and show you, it would take a while to make, it's a large project. You need to first decide which enemies will spawn and apply all stats. You need to have enemies acting in turn with their own decision making, and all of these attacks need to affect the player. You need to be able to damage and apply statuses to enemies and detect when they die, take them out of the turn based system. You need to then add XP gained, loot and other things that decide the end of the battle. Probably a bunch of bug fixes too along the way. What you are describing that you have already done with the stats sheet, that is the design.

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  • I don't see how everything is almost done, looks like none of it is done? To make a turn based battling system it's going to require some work, it's not as easy as saying this is how you make it.

  • You should set the angle of the bullet as it is spawned. Since you already have the key events you could set a variable to a value, and then on spawning the bullet, depending on the value set it will set that direction.

  • Try replacing the bottom events with 'left button is down' and 'right button is down'

  • The conditions at 11, 12 and 13 should be asking whether the global variable is 1, 2 or 3.

  • boss looks good but think about removing that yellow font argh

  • Instead of the choose you mentioned, you use random(x,y) to get a number between 1-100 and then if its 5 or less it will spawn the 5% rare item.

  • My subscription on C3 ran out yesterday oops. I'll check it out when I can, or someone else might.

  • That share link isn't great, requires permission

  • If the initial event is running every tick then you add waits later on it will still start running every tick and spamming once it catches up, maybe it's doing this and running FPS times a second. This is unnecessary though, split it up into smaller events, why not?

  • Kind of hard to picture this but I guess my approach would be to do when player teleports, have the enemies that are following find path to the teleporter rather than the player which has now moved. Then when they teleport and move position you can detect line of sight again.

  • Instead of moving it straight to target pos, you set up a loop that runs move to on a local variable value starting from player pos, then +1 each time until it matches with target pos. So if you are at 1 and target 5, you set a local var to playerpos, add 1 and move to that tile. Then run a check, if local var not equal to target pos, so 2 not equal to 5, run it again - add 1 and move to that tile.

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lionz

Member since 5 Aug, 2013

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