Kirb

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Kirb
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  • Hm, that would heal my HP, but in the example you gave, wouldn't adding 8 bHP afterward still just result in giving me the full 8 bHP instead of just the overflow? Maybe I'm just reading it wrong D: We'd want only the overflow over max HP to become…
  • Thanks again for that! Quick Request/Question: For the OK button in dialogue windows, is it possible to have an option to have the OK button ONLY show up once the text is complete? (So that either: - you press once to finish displaying the text…
  • Yeah, Change Position (over time) seemed to work without any issues and stopped correctly! Haven't tried rotation yet, though.
  • Same as several others, it's important to keep up with the trends in games, so I play a lot of stuff when I can (and to relax and blow off some creative steam!). Recently been playing Apex Legends every night with some friends; although I've also …
  • Stopping Makinom schematic timescale worked well for our TimeStop mechanic, but there was an edgecase we found; setting the schematic time scale to 0 during the Shake Object node doesn't actually freeze said object in place in the middle of a shake,…
  • Perfect! Thank you :)
  • @gamingislove Ah, but a Change Time Scale node wouldn't quite work in this case; the time stop changes from outside the schematic. For example: Let's say I have a platform that moves from left to right using movement nodes, and every time it reach…
  • For schematics, do you think we could get an option to set a custom float as time scale ? We have a Time Stop/slow mechanic, but we don't want to slow/pause ALL makinom events; only specific things. We operate it on a custom value that isn't Maki…
  • Woot, big thanks for that update :D
  • For Battle Events, there's no good way to set the Player as the user in that particular event. (Either as a Set Player as User node, or just a setting in the Event Settings) (For example, let's say I want the player to gain 5HP every time a project…
  • If there's no collider for the character controller to collide with, unless you're using a custom character controller; yeah, he will just fall straight through. You can probably just test with a cube or a plane with the appropriate layer to make su…
  • https://twitter.com/NootboxGames/status/1099478796426596353 A peek at the final result.
  • Update 2: I found a solution, thanks to writing it all out here, again. :) I gave the ability a unique formula for its Crit Chance (called "ForceAbilityCrit"). In that formula, I do a global variable check to see if the variable ForceAbilityCrit …
  • Update: My idea worked! Sorry for using the forum as a rubberduck debugger. :D I was correct in that it's impossible to change the hit to a CRIT while calculating, though. Would it be possible to get an option in the Calculate node that allows us t…
  • woot :D
  • Big, big thanks for the flying texts changes in the latest update! That being said, I do have a small wishlist for flying texts: - Being able to scale or rotate the text in the Move Event. This one is something you see a lot in various games, whe…
  • Like the others, I'm actually pretty happy with the visibility and performance of this forum already, but if you're looking to add more bells and whistles; I probably wouldn't mind a change too much.
  • Good to know; we're planning to port RFI to Switch in early 2020, so I hope there's a solution.
  • I'm not sure how I missed this: Flying texts can now be defined for player, ally and enemy groups (e.g. player damage with red text, enemy damage with white text). Thanks a ton for adding this, it will help a lot. :D