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[Early Development] Tears of Dragons

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Theforeshadower:

--- Quote from: Miles07 on April 27, 2017, 02:44:21 am ---Seems similar-ish to Secret of Mana. That's all I really have to say on it.

--- End quote ---
That's a compliment.  Though, as I expand on combos in battle, it might end of feeling closer to Sword of Mana/Kingdom Hearts Chain of Memories.  I expect the attacking part of battle to speed up once I implement combos.


--- Quote from: Max Mraz on April 27, 2017, 03:25:22 am ---I liked it. The combat felt pretty good, like the sword felt pretty impactful, and the auto-targeting of the nearest enemy worked well for me, I liked that, felt like the sword had a generous range. Was the flask item supposed to do anything? I figure not.

Also this happened once, I was maybe swinging at an enemy or something:


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Destroy Event
for object objDamagePopup:

Unable to find any instance for object index '100006' name '<undefined>'
at gml_Object_objDamagePopup_Destroy_0
############################################################################################



--- End quote ---
Yeah, no flask stuff yet.  It's just there for show.  There will end up being a spell menu as well.  I am thinking that a maximum of five equippable spells is plenty - I am even leaning more toward only three.

I have not been able to reproduce your crash.  I have fixed some bugs here and there that I find on my end, so maybe it is fixed.  MIght have something to do with hitting an enemy when they are dead.  This has been fixed on my end but not in newest uploaded version.

I will be working on the sword range even more.  If the enemy gets too close, the sword no longer works.  Might just make a collision with player while they are in attack animation if the enemy is in your face.  Right now, the system checks based on the sword swipe sprite, not the player.  WIll look into it.

UPDATE:
-changed some tunes and added CT Guardia Forest for regular music
-added HP and MP
-implemented HP/MP bars and numbers on battle HUD
-added collision(only works on enemies and your regular movement, not battle movement)
-added some tiles from Chrono Trigger and removed the repeating background
-various small fixes

https://drive.google.com/file/d/0B49_4X0jDFp8M3FpRm8xeXJnaFU/view?usp=sharing

Theforeshadower:
UPDATE:
-various bug fixes(including the crash bug)
-changed tileset to a cc0 tileset
-added collision checking while in battle
-greatly improved enemy aggro when in battle(enemies now group up on you much easier/faster)
-enemies can now attack you and deal damage to you based on touching you or actually hitting you with the spin attack
-game over can now be triggered by running out of HP
-more improvements to sword detection
-WIP dynamic menu I to open, L to close

https://drive.google.com/file/d/0B49_4X0jDFp8ZEFjd1dnTU1id00/view?usp=sharing

Theforeshadower:
Update:
-Game/Project has a name
-Has a working title screen
-about a dozen fixes on enemy AI (weird double sounds, attacking while dead, etc: things such as that are fixed)
-COMBO SYSTEM!!!!  Yay!  You can now double swing if you land the first sword swing on an enemy(this was actually quite a bit of work)
-reworked the damage popup system

https://drive.google.com/file/d/0B49_4X0jDFp8N0U3MmtFQXR6Vlk/view?usp=sharing

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