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fillergames

  • Posts: 625
Been working on getting multiple enemy encounters/encounter list data to work on each enemy actor.

It sorta works like this:

  • Each enemy has a list which determines each enemy to spawn in a battle, all by actor names. (IE: Writing "Chicken" as a list function would spawn the actor named Chicken respectively)

  • The Enemy list is then applied to a Game attribute, this is to load the enemies in battle.

  • One the battle scene loads, it finds each actor name based off the game attribute list, and applies them to a position based off their location in the list.

This can be adjusted on each enemy in a scene via behavior. Another thing I've fixed is extra space on text, it can be seen in the gif below. Extra text at the start of new lines no longer exists, as it ignores spaces/blank text during those areas.

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fillergames

  • Posts: 625
Some GUI stuff got finished today, so here's a image-thing of some progress.

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fillergames

  • Posts: 625
I found the issue with lossy video recording. Seems the integers of the resolution must be a common value. (EX 720 than 360). The frame-rates are still inconstant, but eh.



You can run with ladders by holding X. You have more stopping points due to moving twice as fast, but there's less of a stop when you're in a stopping point, making it slightly faster. There's also now a very (minor) animation where the player grabs the ladder. This was to fix a bug where a single-frame ladder climb would cause the player to move upwards ever so much with no animation.



Since this is a 60FPS game, and the ladder climb animation goes for only 8 of the 60 frames a second, I made a slower gif to show how it would look like in a format you'd actually see it. Quite a bit of effort was put into something'd you'd barely see.
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squeeb

  • Posts: 898
Since this is a 60FPS game, and the ladder climb animation goes for only 8 of the 60 frames a second, I made a slower gif to show how it would look like in a format you'd actually see it. Quite a bit of effort was put into something'd you'd barely see.
It's all of the little things that make up a polished game!  Great work!

fillergames

  • Posts: 625
Been brainstorming how enemies should attack, I decided the enemy behavior could have a list with each enemy that could be adjusted.

For example:

0. The Test Monster attack you! <HP/5>
1. The Test Monster stole some AP you! <AP/5>
2. The Test Monster rasied it's offense! <MATK/5>
3. The Test Monster rasied it's defense! <MATK/5>
4. The Test Monster raised it's speed <MSPD/5>
5. The Test Monster raised it's dodge <MDOG/5>
6. Test Monster raised it's HP <MHP/5>

For example, during the enemy's turn, it'll draw the text before "<" as the stat to reduce is determined by the text after "<", and before "/", and the amount affected is by after "/", and before ">"

I assume attack order will be another list that'll update, maybe organized by speed?
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