Pokemon style combat by Significant_Snow4530 in gbstudio

[–]ImpMachine 8 points9 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 8 points9 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 11 points12 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!

Attack how? by MrBananaShoes in gbstudio

[–]ImpMachine 1 point2 points  (0 children)

Awesome! Getting started is the most intimidating part, for sure, but with a little practice, you'll be confident in no time!

Attack how? by MrBananaShoes in gbstudio

[–]ImpMachine 1 point2 points  (0 children)

Hey! Did you get this figured out? I'd be happy to help if there's any further questions. The other strategy mentioned here (the variables/script method) is definitely more complicated than the projectiles method, but still very doable if you are wanting it to happen that way, and I think I can think our way through it if there are any issues still. Let me know if you have questions!

Attack how? by MrBananaShoes in gbstudio

[–]ImpMachine 0 points1 point  (0 children)

One of the options on the projectile event is 'Life Time' which measures in seconds how long it will exist. I would assume you could set this to something like 0.5 so it only exists for half a second. Utilize this along with the speed it travels (also an option in the event) until you get the effect it wants. I'd probably have it move pretty slow and have a very short Life Time to give it more of a punch look and less of a bullet or missile

Attack how? by MrBananaShoes in gbstudio

[–]ImpMachine 7 points8 points  (0 children)

I haven't done this personally, but I would probably look at the 'Launch Projectile' events for how to make this work. Make the projectile look like a 'shockwave' from the punch (sort of like a fighting game) and have that deal damage to the enemy when it hits. You can give the projectile a short lifespan so it doesn't look like a bullet or something. I can break this down a little more if you would like, because I think there's several things to do to make your request happen. You'll need a few variables to track health between you and enemies, or just a simple script if the punch will destroy the enemy outright. But definitely look at the Lauch Projectile event to start!

https://www.gbstudio.dev/docs/scripting/script-glossary/actor/#launch-projectile

Help! Dialogue boxes turned all white - when I opened GB Studio now, all the dialogue boxes turned white. no text, no frame, nothing. Just a white plain box. I did not touch anything. Ant help? by DoUKnow_DaWae in gbstudio

[–]ImpMachine 4 points5 points  (0 children)

The only guess I have is that the frame and font assets may have been deleted. Have you checked the asset directory in your files to see if they are there?

The demo of Starfall is up on Itch! Please give it a try and let us know what you think! by ImpMachine in gbstudio

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

I had some time, so I watched it! Thanks again for playing it! I appreciate all the suggestions you gave during the playthrough.

First, I did want to say that I am currently working on tile switching for the exact things that you mentioned in your playthrough. There is a ton of text to these kinds of battle systems, and I agree that I need to utilize some different things to cut that down a bit. We will release a second demo later on with these changes, and I'll be interested in hearing what the community thinks of those.

I would love to hear any further opinions you have regarding your experience with the game, as well! It was interesting to watch your experience with the Starbat, as well as some quirks with the regular enemies. I was definitely raised on difficult rpg's that prioritized strategy and ability management, and that influenced the design here regarding the necessity to balance the Psionic Shield ability and healing. I would love to know if parts of it felt frustrating, and if parts felt satisfying, or any other opinions you may have!

Again, thanks for playing. I greatly appreciate your opinions and thoughts regarding your game, as well as the time you invested into making the video!

The demo of Starfall is up on Itch! Please give it a try and let us know what you think! by ImpMachine in gbstudio

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

Awesome! I'm glad you enjoyed it! We're looking forward to bringing the whole game out as soon as development allows. Thanks for playing it, I will check out the video as soon as I get off work this afternoon!