7Blades's Forum Posts

  • 9 posts
  • Alright, figured it out. I shouldn't have used function in the events.

  • Well, removing that LOS line doesn't help at all, so I guess it's not about LOS behavior but the logic. Could someone tell me how to achieve that goal (a different set of events for every enemy-player distance range)?

  • Bump. Still can't figure out why.

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  • Hi,

    I did some digging and couldn't find a clear solution to this, so I'm asking for help:)

    In short, I want the enemies to behave differently (change animation, speed, attack pattern,etc.) when the player is at different range. I used the Line of Sight behavior for the enemy family and did something like this:

    for each enemy

    -enemy has LOS to player

    --abs(player.X-enemy.X)>350 -------events

    --else

    ---abs(player.X-enemy.X)<150 --------events

    ---else --------events

    (and something else about enemy movement, but since it worked there's no need to put it here)

    However, when there are multiple instances from the enemy family, the player has to be within every instance's range for them to behave correctly. For example, if I want the enemy to play attack animation when abs(player.X-enemy.X)<150, every enemy instance has to be this close from player for them to play the animation together.

    And that's obviously not the plan. Could someone explain to me why this happened? Hope I described the situation clear enough. Thanks!

  • Something like Planescape: Torment, preferably with better graphics and combat mechanics. And without walls of text. Well...

  • Doing everything alone is quite frustrating. Though I think I can handle most of the technical part, for my next project I will try to find a dedicated programmer so I can focus on art and story, and we can maybe design the levels/mechanics together. It's not about the time, really, but the workflow. I'm more efficient when I can concentrate on one aspect (and don't have to search through mountains of tutorials just to add a new spell).

  • Bump. I'd like to know as well. What I'm thinking is using arrays for the grid, and identify the movement range for each unit. Seems tedious...there might be a better way.

  • Thank you spacedoubt, I agree it does make things harder, being too ambitious on the first project. It may help to develop a standalone level first, and then the dialog system, items, etc., and that's what I'm trying to do now.

    What I'm uncertain is if I should build a platformer level, or something else. Does side scrolling fighting style work with the (possible) larger roleplaying puzzle project, or is point and click the safer option? I'll try improving my platformer level design a little bit. Currently they are way too casual.

  • Hi guys!

    Sooooo I've been working on my first game for a while now, mostly on the sprites (bad workflow). Initially, I wanted to design a simple platformer, but the project soon evolved into something different. It became more story-driven with choices to make, puzzles to solve, and I realized how difficult it is to make good level design, especially considering my lack of experience in this genre. As a result, I'm wondering if there are better choices for the kind of game I'm making:

    1) side-scrolling beat-them-up: I don't think it works that well with puzzle/roleplaying, but I do have more experience with them, and I can recycle some of the artwork.

    2) turn-based RPG: to be honest, none of the gamers I know loves turn-based combat, except me.

    3) point-and-click adventure: the only reason I don't want to make this type of games is...well, there are no bosses to beat.

    What do you think? Are there any other choices? I really can't make up my mind at this moment.

  • 9 posts