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The Screenshot Topic Returns

@Craze, those are some pretty rad maps.

I noticed that there was a lot of blank space in my last screen to avoid walls from being like 30 feet tall, so I made a little mock-up of a HUD to take up some space. I remember how easy it was to get lost in old games with a maze system like the one I'm using, so I'm going to incorporate an automap and a compass so you can keep your sense of direction. This also solved my problem of how I should do the journal system.

Sneak Attacks?

Ah, I never thought about the fixed direction and custom route method. I'll try that out. And I'll also check out Kinetic Cipher. Thanks guys.

The Screenshot Topic Returns

I've been messing around with a 2D 3rd Person Dungeon Crawl after remembering how mazes in Zak McKraken worked. The graphics are all Elder Scrolls 2 textures that I messed around with. I'm aware that the door is too big for the character, but keep in mind this is just something rough until I get the hang of it.

Sneak Attacks?

There is probably some really easy explanation to do what I'm trying to do, but I'm trying to make it so you can sneak up on enemies like in Earthbound. I have conditional branches that make it so you fight the monster facing the wrong direction if you and the monster charset are facing the same direction. I've gotten it to work if the monster is not moving. However, any time I have it so the monster is moving it will automatically change directions to face the player, rendering the sneak attack useless. Is there any way I can fix this?

Hi, everybody!

Hi, I've decided to come over to this forum after realizing how dead Salt World is. I've been over there for about 6 years so you guys may know or remember me. I'm still interested in indy game making and this seems to be a pretty lively place for that. I hope to show some stuff I've been working on off eventually.

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