1.can some one tell me, if i can achieve a real time battle system similar to that of torchlight or titan quest, where the player can hit melee and range with cast/projectile animation. and the enemies also work the same way using normal attacks and magical spells with projectile animatiion .
2. and abilities spells can be used with skill bars and hotkeys ?
And yes, abilities and spells can be used with skill bars and hot keys. There are tutorials for that.
And more. :)
- hack'n'slay gameplay has been handled in the game tutorial series, starting at part 31
- skillbars and hotkeys
- throwing a fireball (projectile)
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i will complete the tutorials and will jump to other two in gameplay tutorials.
and i ll come back if i get some difficulty.
How can I get rid of the message bar at the top of the screen?
Why does the HP Bar disappears when the player enters the Real Time Battle Area? Or when the enemy AI starts the a battle.Why does the first spawned enemy AI is able to start a battle outside the Real Time Battle Area? Once the first enemy AI dies the second spawned enemy AI is not able to start a battle unless the player and second enemy AI are within the Real Time Battle Area?After the first and second enemy AI are killed why is there no more enemy AI spawning?EDIT: The Scene ID was enabled. This was stopping the enemy AI from spawning.
But I think I caused a bug with one of the enemy AI. I used the Fire ability on one of the enemy AI and killed it. But the enemy AI has not despawned. Since that dead enemy AI has not despawned no more enemy AIs are spawning.
If the player is moving away from the enemy AI when it detects the player the enemy AI will target the back side of the player so when the player tries facing the enemy AI the enemy AI will move to the back side of the player. So then what happens the player will go around in circles trying to hit the enemy.
How can I make it where the enemy AI won't follow a single point on the player? Instead the enemy AI will attack the player as long as the player is in range. This way the player can move around to get a better position in the scene and can still attack the enemy AI by just turning around because the enemy AI is just following the player to attack.
Is there a way to fix/turn this off?
EDIT: I turned off the Victory Gain Notification and the camera does the same thing. It's like it looks at the direction of the killed enemy AI then moves back to the direction that the player is facing.
Now of course this is probably due to the camera I'm currently using. I'm using the follow camera because I haven't been able to get a better camera working. The default cameras don't work for my needs. I'm trying to get a MMO RPG style camera.
This is also valid for all the other HUDs (or Equipment Viewers) - always make sure they're set up to show in the correct game states.
The Scene ID of combatant spawners (or item collectors) is used to have stuff only appear once, e.g. a combatant no longer spawning after killing it. For reappearing stuff, disable using scene IDs.
Enemies chasing > there are settings for controlling ranges in the move AI settings, e.g. to only hunt within a defined area of the spawn position of the combatant, use the Hunting Range setting.
The camera thing when killing an enemy is most likely coming from the enemy's death battle event. Check that out if there are some camera changes in there (and remove them).
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