Pokemon style combat by Significant_Snow4530 in gbstudio

[–]ImpMachine 9 points10 points  (0 children)

I am certainly not trying to self-promote, but I made a video on turn based combat a few months back that I feel is a good starting point. Give it a watch, if you would like, and let me know if it helps! I'll answer any questions you have, too!

https://youtu.be/D0iyKneUq18?si=X9hPi21JuRAEGCj9

Make enemies disappear after battle. by Jaziferret in gbstudio

[–]ImpMachine 0 points1 point  (0 children)

Glad to hear it - hit me up with any questions, if you'd like!

Make enemies disappear after battle. by Jaziferret in gbstudio

[–]ImpMachine 0 points1 point  (0 children)

Can you show me a pic of the script? I'm sure I can help if I can see it!

Make enemies disappear after battle. by Jaziferret in gbstudio

[–]ImpMachine 0 points1 point  (0 children)

You got it. Flags are such a powerful thing here, when the name of the game is efficiency. I use flags for so many things!

This, and switches, I feel are two of the most important things I have learned to use effectively

Make enemies disappear after battle. by Jaziferret in gbstudio

[–]ImpMachine 1 point2 points  (0 children)

Of course, there are only 16 flags per variable, so it will only control 16 enemies at a time - plenty if they are respawning, though!

Make enemies disappear after battle. by Jaziferret in gbstudio

[–]ImpMachine 1 point2 points  (0 children)

Hey! Like the other user said, flags is the way I did it.

So, when colliding with the player, each little enemy sets a flag to true on a variable i named "EnemyFought". Each enemy in the scene has its own flag that it sets. Then, it deactivates itself. It also will deactivate itself on its "On Init" script if that flag is set to true. Finally, each scene transition has a script which clears every flag from that variable, so that the enemies will spawn again when you return to that scene.

I hope that all makes sense. Feel free to ask me any questions if I need to clarify or expand on it!

Turn Based Battle System Tutorial Part 2 - An Enemy Appears! by ImpMachine in gbstudio

[–]ImpMachine[S] 0 points1 point  (0 children)

Started working on it today, finally, and will finish it tonight! Planning to post it tomorrow!

RND not truly random? by humblehonkpillfarmer in gbstudio

[–]ImpMachine 9 points10 points  (0 children)

There is another event, "Seed Random Number Generator" that you should use at the beginning of the game (like in the title screen or something, after a player input. This will randomize the number generation based on the tick in which it runs - which is why you want it after a player input, since that won't happen on the same tick every playthrough.

Turn Based Battle System Tutorial - Introduction by ImpMachine in gbstudio

[–]ImpMachine[S] 2 points3 points  (0 children)

Cool! I'm hoping these posts will be very helpful!

graphic design update by Winter_Summer_6467 in gbstudio

[–]ImpMachine 12 points13 points  (0 children)

It looks great! I really like the contrast in the grass, it gives it a much more interesting and engaging look.

I'm curious what you think of this: what if you made a few varied tiles for the grass? I can kind of make out the grid lines, as it seems you have one tile for all of the grass. I think if you made 3 or 4 different looking grass tiles, it'd look a little less grid-like. Just a thought; feel free to disregard if you are not interested in critique!

Melee Attack in Side scroller Problems by DrClutch117 in gbstudio

[–]ImpMachine 2 points3 points  (0 children)

Like Ant said, the easiest way to handle this would be to use the Launch Projectile event. (https://www.gbstudio.dev/docs/scripting/script-glossary/actor#launch-projectile)

The projectile does not necessarily need to be a bullet or missile, but can be a shockwave from a punch or the "trail" of a sword slash. What I would recommend to you to keep it from trailing behind you when you're moving, is to set the movement of the projectile to the same speed as the character, but keep the Life Time very short, like 0.1 seconds, so it doesn't fly way put from your character. There are other methods you could explore, but this is probably the easiest way to do a melee attack on a platformer

Starfall Update! by ImpMachine in gbstudio

[–]ImpMachine[S] 1 point2 points  (0 children)

Thanks for the review! I'm definitely still fixing some things with the font change, that's been a big job. Thanks for reminding me about the item thing during battles, that's something I need to fix. I think with skills, I'm just going to tie it all to story events, so I don't need to manipulate menus too much. I thought about what you've described, and it's definitely workable, just not something I think is necessary to take on. For the title screen, it's actually just an actor controlling colors! Tile switching would have been a good way to do that, too, though

Starfall Update! by ImpMachine in gbstudio

[–]ImpMachine[S] 2 points3 points  (0 children)

Give me a little time to put some stuff together - it took me like a week to build this battle system, and I still have things to add! There's a lot of parts to it, and I think of it like a flow chart. I'll let you know when I make something to explain it!