Shaddow
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  • It has been a while since I made any sprites, but had to step away from learning code for a bit, so making the main character of my new game. It feels good.
    There has to be a way for weapon attacks to be performed outside of battle right? I mean, I realize there is no enemy for it to affect, but my formula is very basic literally just a.atk. The internet seems to think it cannot be done, or at least has not been attempted.... :/
    Victor Sant
    Victor Sant
    It has be done, is is called ABS. But it's not simple, even just make a simple 'attack' require either complex plugins/scripts or complex eventing.
    Shaz
    Shaz
    If you mean the animation for the weapon equipped, not by default - remember the sprites on the map and the sideview sprites aren't even the same images.


    Status feed isn't the place to ask for game help.
    Shaddow
    Shaddow
    Thanks guys, I was worried it was going to be complicated. I will just keep things simple and use a Zelda inspired combat system. I'll worry about making it more complex when I know more about Ruby.
    I am having a hard time deciding if I should focus on the tilesets/sprites or make them a bit at a time and make part of the game.
    Silent Darkness
    Silent Darkness
    Is the spritework/tileset construction going to be the most time consuming part, compared to everything else?
    mjshi
    mjshi
    You really shouldn't do all the art assets before you write at least half of the story. Many an hour has been put into making an abandoned game look pretty.
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Damn, took a chance on a paid MV plugin working with MZ (FOSSIL) but didn't work :p Been lucky up until now so I got cocky!
Going to be streaming more RM game dev in about 20 minutes or so...

Hello, debt! But it matches my eyes, don't you think?

forester.jpg
Gnyaaaa! Invisible comments on YouTube!!!
When I learned about multithreading in C++, one of the first things was that while heap is shared, each thread has its own stack and it's impossible to access another thread's stack.
So I wrapped the variables into a static class and passed its address to another thread. And it worked.

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