GameMaker: Studio

GameMaker: Studio

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Update on "RPG Engine Progress" 3/28/14
I wish I could retitle it to "Action RPG Engine Progres", but that's another story.

I just finished making my attack mechanics work a little more like I hoped they would. My assets still bother me (the range of the attacks isn't that great, and the left/right attacks aren't broad enough because I'm a lazy artist), but the mechanics are basically there. Hit an enemy, and it will knock back. When you hit an enemy, it is briefly invulnerable. Once it stops, it is hittable again. What I should do now that things aren't bumping into each other so much, is make enemy invulnerability stop before the enemy finishes sliding.

Check it out here. As always, I'd appreciate any feedback. Thank you to all of you out there who are helping me with my tons of questions. Hopefully when I know more about Game Maker, I can be the one helping you!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=222634895
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It is not bad, I played around with it for a while. What is next, object interaction in order to implement basic quest mechanics?
This week I've been playing with both enemy and now player knockback. Things aren't exactly where I'd like them to be but the general mechanics are there. If you bump into an enemy, for instance, you'll collide with a wall if you're up against it. If you barely collide with a wall, you'll skirt around it instead of coming to a dead stop once you're not colliding with the wall anymore. While I'd like to play with the friction of this a little more, I think I will worry about dealing with that later, as I think I have the core concepts down.

What I might do is get some sprite animations in on the enemies just so I can see how the attacking mechanics work on something besides boxes. I have a feeling that if the enemies become rectangular or something, my knockback code might have to change. If that's the case, I may finally look into having a separate collision box and hit box for my enemies and maybe my main character. Looking at some old games, an enemy's collision seems to be independent from its hitbox. (For instance, the player might bump into an enemy at a certain point and hurt the player, but that might not be the same point at which it collides with walls).
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