sheepsigh

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sheepsigh
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  • [Solved] Strange. I nearly had used option 1, but since tutorial said option 2 is how it's usually done, I went with option 2. I went back and double checked to see that I didnt do both. In option 1 I had given it the scene 1 Town but had not adde…
  • This seems to be the most relevant "Tutorial 5" thread, I hate creating threads. In scene 1 Town there is Spawn Point 0, ID 0(opposite the tree from the exit) and Spawn Point 1, ID 1(near exit but not in changer collider), and Scene Changer which w…
  • Yeah thats how I was certain that Wait was not under Formulas or AI, and I must say the filter by type fuction is also a godsend when making a status system as complicated as i am attempting. I stopped the tutorials at #33, and that was a mistake ac…
  • Ok Wait Node is under Events -> Add -> Base -> Wait. Thank you man.
  • See, I've been looking for a Wait Node in formulas. Cant find it. So I just looked under AI and still cant find it...
  • If I were you, I would make a formula to determine who gets the drop on who. (My AI lets the enemy compare your status values to its own, and compare that to how hungry the beast is, before the beast approaches you.) When the enemys collider trigg…
  • Thank you Sooooo very much. This opens up every possibility I could ever imagine needing. Totally worth the money. I'm having more fun making the game than anyone could ever have playing any game that ever existed. Thanks ORK.
  • I wanted it so that every item in the game has ai and status values. For example: every tree is moving towards you all the time except that they have 0 speed. But someone could 'animate trees' and then the trees seem to come alive. Or an apple sitt…
  • I believe I see that weapons and equipment have their own attack and defense attributes, but not their own status values. Items on the other hand have their own attack and defense attributes as well as their own status values. If weapons had status …
  • For further clarification: should I try to make em all items, all combatants, or should i just doctor up the items to act like combatants, and viceversa? Should I make an item and combatant of each entity and have them swap out based on use?
  • In the same way the tutorial show how to make sparks when a combatant is hit... rearange the event so that instead of a spark it is the item, and arrange the timing so that the item is displayed before use, rather than upon impact.