Thanks for the feedback!
I made some changes to 2 and also pulled out my hat one (it was going to be a BARD but I'm not implementing that class anymore)
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Thanks for the feedback! Happy new year.
The spear will be a thrown weapon.
There are three weapon types for each class
ROW1 Defensive +10%HEALTH , +5%BLOCK (with the shields)
ROW2 Balanced +10%DAMAGE , +4%CRIT
ROW3 Offensive +20% DAMAGE
Hello all,
Many thanks for the feedback with the grid, I have decided my MELEE and HEALER armour, just looking for feedback with RANGE armour.
1,2, 3,4 OR 5
Thanks!
http://i.imgur.com/OR9wFQd.png
http://i.imgur.com/PllcDKF.png
Thanks for all the replies all, it has given me a lot to think about.
Will definately make it have adjustable opacity for the user.
Hello,
Just looking for feedback on the visuals for my game.
As the title asks, To grid or not to gird?
I've just released my game in time for the pre-Christmas hype.
It's a one button game where you must dodge chimneys and smoke to deliver presents before Christmas Day.
There are two versions
PAID
https://play.google.com/store/apps/deta ... Christmas1
and
FREE
https://play.google.com/store/apps/deta ... stmas1FREE
Howdy,
The following events are only triggering once and never again when the conditions are reset.
Any advice on a fix or an easier system.
Thank you for your feedback guys
Other one was outlined in pink because there will be three types: melee, ranged, magic (I didn't outline the big guy yet sorry D:)
Will be starting to design the backgrounds soon since I know what scale I'm working on (pixel wise)
Just wondering which character looks better for my RPG.
The low quality has its charms while the double quality one looks better.
Many thanks for the help all <3
I'm trying to make it so that sets the gate to "Animation Frame 1" when the LAST PILLAR on screen is destroyed?
I've tried things such as
(INVERT)pillar is on screen -set gate to "Animation Frame 1"
(INVERT)pillar is overlapping (Pillar checking sprite) -set gate to "Animation Frame 1"
The latest I've tried hasn't worked either.
Any help is much appreciated.
I'm trying to make it so that the door destroys when the LAST PILLAR on screen is destroyed?
(INVERT)pillar is on screen destroy
(INVERT)pillar is overlapping (Pillar checking sprite)
Member since 27 May, 2014