Gixxymelon's Forum Posts

  • Defiantly fear! Perhaps I could make it so maybe whoever got spooked might not act on their turn... Or if their fear's severe enough they might just flee! (Chickens!)

    And surprised? Hmm... I don't think it would be a status effect, but it depends on the situation, like hitting Jane from behind while he's pouring something onto his bandaged wrist (It's not injured, he bandaged it to look cool and keep it from getting hurt as bad.) or doing magic in front of his goons, for example.

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  • I just wanna know how to make a status effect that once it reaches zero, the inflicted person falls asleep for a few turns. My status effect system uses number instance variables to determine how many turns a status effect will last.

  • Yes, another Status effect question from me...

    This one, which I dubbed "Drowsy" not only lowers the effected guy/girl's speed and attack strength... But once it clears he or she will fall asleep or manage to fight off the drowsiness... But, this one has a tiny upside! There's another status effect that if you DO fall asleep, you can still act on your turn!

    Honestly, it's like Yawn from Pokémon as it's own special status effect.

    The way I coded most of my status effects is have them as number variables that determine how long the effect will last, and some are booleans such as Nightmare because Nightmare only works on sleeping foes.

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  • Heya, I'm making a Adventure/RPG hydrid game that, as per Turn Based RPG tradition has status effects that either will make your day better or just add extra misery to it.

    "Status effects? Like poison, sleep and burn from Pokemon?" Yep, just like those!

    My ideas for some status effects (Excluding the common ones like sleep, for example) are simple in nature... But some I have one that I don't how to make sure it'll behave. XD

    Hyper: You'reabletotaketwoactionsinsteadofoneduringyourturn, for now.. This one is scrapped- HAHAHAHA!!!

    Drowsy: After this one expires.... You'll fall... Asleep... Zzz... (Yes, this is the one I'm talking about.)

    Nightmare: AAHHH!!! ... Phew! That was just a DOT that only effects sleeping targets.

    Sleep Fighting: ...Zzz... Take that...! (Seriously take a guess what this one does. XD)

    Trance: You're sooo focused... You'll simply ignore emotion based effects... And you're more likely to deal some extra damage. Just go along with the flow~.

    Confused: You might not fight for- HEY! Shut up you old painting! I'm kawaii! ... Or even try to attack your buddies. ......Wowie, those roses are pretty!

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  • Well, I programed my Status effects as number variables to tell how many turns they will last for.

    I think I'll put everybody who gets to be in a brawl into a Family so I can easily give everybody their status effects.

  • In my game, you can give (and get) status effects in battle.

    For example, you can cast a spell that costs a small amount of Willpower (My Game's Mana/Bro Points/ect.) to give a sleeping foe a nightmare that'll damage them every turn until they wake up.

    I was thinking about a "severity" factor that'll cause a D.O.T to deal more damage, a STAT up/down that makes you temporarily... You get the idea now?

    Say... a Lv 2 Enraged will cause a foe to hit harder but like the "base" Enraged they can only attack whoever made them angry and aren't allowed to use most skills. (Jane, the first person you fight being an exception, as he gets to use a move that he can only do when Enraged.)

    And if I put in a "check" system that lets you check on a friend or foe, a Lv 2 Asleeps' comment would say "This guy looks like he's going to be asleep for a while..." as opposed to a Lv 1's "Taking a quick nap, I guess."

  • Hmm... I suppose I can give it a shot.

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  • I'm trying to make some tasks for the player to do in my Point and Click adventure game, such as trying to fetch a key back from a REALLY bad-tempered teacher named Ms. Bitterman for a janitor just trying to do his job.

    And once you return the key back to the janitor, he gives you something in return and even says "If they don't fire that fat lunatic, I'm outta here."

    This is basically the quest in the most simple way...

    Talk to The Janitor, he tells you that Ms. Bitterman has his key in her classroom. You try and get it back from Ms. Bitterman, but if you don't have magic either you run out or she chases you back to your room... But if you DO, you knock her out and get the key back to the janitor.. Who wonders what happened, you come up with an excuse and he gives you something for getting his key back from the fat monster of a teacher.

    I just wanna know how to keep track of said quests.. For now, I just put in, as an example "JanitorQuest" and "JanitorQuestcomplete" as a boolean.

  • I'm trying to have it so if you're in your inventory, selecting one item and then another certain one would craft them both into a new item. Like say... Let's use a donut, some super spicy pepper jam and a lovely blue crayon.

    Donut + Pepper Jam = Super Spicy Donut

    But anything else, say...

    Donut + Blue Crayon = won't combine, will instead give you something like "That won't work."

  • Heya, I'm making a RPG/Point and Click hydrid game which I been working on since... 2018 I think.

    In the battle format, which is basically like Paper Mario/ Mario & Luigi's, normal battles could have a small group of foes say... a small gang of dandelion monsters or some bullies.

    I want it so you have to select a target (Some attacks affect them all) before you take action.

  • I'm trying to make a game with a battle system like Paper Mario/Mario and Luigi where the player has to time their attacks to deal max damage, if you timed it right the player would deal an "AWESOME!!" hit, close but not just right would net a "Sweet!" and mistiming would usually get a "Alright".

    Do any of you guys know how I can do that?

  • Heya, I'm the only dev of an Point and Click RPG that's like Sam and Max mixed with Mario and Luigi.

    For a while, my character (Who's size is set to 158 x 386) looked like she couldn't move halfway through the room vertically. I had now fixed the visual bug but now she looks too big.

    You see, I use an event that's basically "EVERY TICK: Terry| Set scale Terry.Y÷850"

    The sprite I use as the walkable floor is at max 373 at height at this point.

    Soo.. Can somebody help me get my girl into the right size? (I might make a feature based on this mishap. XD)

  • Heya! I'm making an Point and Click Adventure (You know, like Fran Bow, Pajama Sam, you get the idea?) that has RPG elements like in Pokémon and Mario & Luigi.

    It's about a little girl named Terry, a sweet as sugar 11 year old and as tough as a rose quartz (Heck, she even knocked a bully out with a broom), who wakes up in a boarding school after her parents got framed for something the night before. Knowing something's not right; she plans on escaping the boarding school and setting things right... But, escaping the only remaining reform school (She doesn't even DESERVE to be in one) in town (and the rest of the world) won't be easy....

    Bullies... REALLY nasty teachers (Good news, there's only 1 that fits that description!), living and murderous normal dolls, and strange traps and puzzles would make sure she stays in... Whenever she wants to or not.

    Oh, and expect slapstick and comedy! Like in Twinsanity. Here's a lil' screenshot, too!

  • Well, I use Number based instance variables since an enemy in my game is immune to certain status effects...