Berserky's Recent Forum Activity

  • So i want to give as much freedom to the player in my game as possible. My whole game is revolving around your kingdom. The kingdom is set in the middle of the map, and there are 3 different areas surrounding it. Every area is composed of smaller parts (like hexagons), and every part is a 2d part of the world.

    Now the main issue is this, not all of the parts and areas should be unlocked. I am thinking something like when you choose a hexagon all surrounding hexagons unlock.

    And then its up to player to chose does he want to stay in the area to explore or move on to some other part.

    And once he chooses a part where should he start? In the middle of it? And how should he end? Does he have to explore a certain amount of the part he is in or can he just chose when ever he fells like it?

    Its very important to me because i want my game to rely mostly on combat, so its gonna be like some hack'n slash, but it will have RPG elements as well.

    Hope you understand what I am saying. If you have a better idea that works as an open world I would love to hear it, because I'm not sure what is the best way to make a side-scroller feel big and open.

    Thanks in advance.

    P.S. they don't have to be hexagons they can be squares .

    I would put a link so you can see what type of the map i mean but i cant.

  • Alright thanks.

  • So I am a bit stuck with my combat system. I have a few ideas but i dont know which is the best way to do it.

    Combat is simple its melee. Player has a sword and on click he swings it.

    I have 2 attack animations, one is a swing up, and then down. How do I make that when i spam my attack button that the animations repeat themselves (up,down.up,down...)

    And how do I damage enemies. I have made a health system but do i create sprite which collides with enemies and then damages them or is there a better way?

    This is what I have in mind.

    google.hr/imgres ... 0&bih=1099

    Thanks in advance.

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  • OOOOooohhh check that out AHAHAHAh thanks man should have looked better.

    Thanks man.

  • So I want to make a way to damage my enemies, but I have ( for now ) 3 different guys.

    I know how to make them receive damage, but I want to make it in a way so I dont have to write conditions for every enemy.

    The way to do it are families.

    And that is not hard but can I make that every enemy in my family has different amount of health.

    For example:

    FamilyEnemy on collision with sword = FamilyEnemy subtract 10 from EnemyHealth

    So EnemyHealth is family instance variable and its set to 100. But I need all 3 different enemies to have different amounts of health(50, 100, 150 ).

    Is there a way I can make every enemy have different amount of health, but still being in the family

  • Nice, thanks man

  • How do I chose random, which action is that?

  • So as you can see from the title i want to know how t make a critical strike. Basically I have normal attack which is performed by pressing A.

    And there would be 2 animations (one for normal attack and one for a critical).

    Then lets say that my critical strike chance is 10%, so i want it to hit at 10% chance (lol).

    How do I pull it off? I guess i will need a variable but how can I make it chose randomly?

    Thanks in advance.

  • Thanks guys that was pretty helpful

  • So in my game which is some kind of a hack'n slash the player has a sword and powers.

    The sword part is simple. You swing, you have a combo sequence you can give critical strikes etc.

    But the power bit is a little tricky. I want my powers to be epic looking and powerful (and very big like kamehameha or well a metorite ). There are many different powers such as laser beams, meteors summon, huge fire blasts,fire-dragon drop and other monstrosities which cant be described in only few words( i planed out around 40 kinds of powers) . Basically what troubles me is how to balance them. I had in mind to use QWE to select powers (you would just assign a power to Q, W or E).

    So should i put cooldowns and how long? Or mana usage?

    The game is fast paced ( like Risk of Rain ) so should I put weaker powers with smaller cooldown or not?

    Any help is helpful (lol), thanks.

  • Yeah that actually works, I used system>set group active instead of ignoring user input . Thanks guys for the help.

  • But i think i should remake the way it works,it just seems to clumsy.

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Berserky

Member since 30 Jan, 2014

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