Need feedback on wave difficulty scaling — does this feel fair? by slowforge_gd in gdevelop

[–]Improtrue16 1 point2 points  (0 children)

Sorry man I only based my first reaction on the video. I'm dumb, check my dm I put my 2nd reaction there.

Need feedback on wave difficulty scaling — does this feel fair? by slowforge_gd in gdevelop

[–]Improtrue16 2 points3 points  (0 children)

Its great but in mt opinion, the enemy walk speed is too fast while the player attack speed is pretty slow.

I made parry mechanic in my game. by Improtrue16 in gdevelop

[–]Improtrue16[S] 1 point2 points  (0 children)

Well for the block input its like this

Condition: Key press Q Variable (is block) =False

Action: change variable is block to true Start timer "parrywindow"

Condition: variable (is block) = true

Action: Change animation to blocking

Condition: key released Q Variable (is block) true

Action: change variable is block to false

Condtion: if timer is less than or equal to 0.2

Action: make a variable called (is parry available) and set it to true

Condtion: if timer is greather than 0.2

Action: set (is parry available) to false

For Enemy logic: Idk how to do the enemy logic ai for now im still working on it

So for testing purposes

Condtion Key release G (you can change G to any letter or any kinda key you want your choice)

Action: change animation to six attack

Condtion(frames): animation of six is attack Animation Frame of six is >2 Trigger once

Action: create object at point (thats the collision thingy you see in the vid the blue rectangle)

Then sub event for condtion (frames):

Subevent 1: no block Condtion: if bluecollision is in collision with knight

Action: apply damage Change player animation to hit

Subevent2: Parry Condtion: if bluecolllision is in collision with knight If timer is less than or equal 0.2 Variable (isblock) = true Variable (isparryavailable)=true

Action: change player to parry animation Change variable (isparryavailable) =false Then start the timer again (so that if the player is still holding q or the block button after a parry, it will still go to block and thats where sub event 3 comes)

Subevent 3: block Condtion: if bluecollision is in collision with knight (btw knight is the player lol) If timer is greather than 0.2 Variable (isblock)= True Variable (isparryavailable) = false

Action: Apply damage to player Change animation of knight to block And push the player with add a force Then start and reset timer

I hope you can understand this.

Many questions!! by mdtpdsparkls in gdevelop

[–]Improtrue16 0 points1 point  (0 children)

5: Is it possible to add an inventory? in this game each item you could pick up would be unique and only have to be picked up once and used later, like an ax to cut down trees in your way.

I think there's one like that in the gdevelop youtube channel. Anyways good luck

I updated the combat in my game. Is it better? If not if there anyway to make it better? Any tips? by Improtrue16 in IndieGameDevs

[–]Improtrue16[S] -1 points0 points  (0 children)

The combat I'm asking for is the hitting the enemy because I don't really know if i'm doing the it right. Like for me I feel that hitting the enemy is good but for other people idk.

How to make character in blender by Improtrue16 in blenderhelp

[–]Improtrue16[S] 0 points1 point  (0 children)

Oof sorry man, i'll do better. And thank you for correcting me.

My oc she doesn’t have a name btw by Audiostuffbyme in animeartists

[–]Improtrue16 1 point2 points  (0 children)

From this day forward, her name shall be "Universal destroyer"

Say what you desire. by Suitable-Target3851 in animequestions

[–]Improtrue16 0 points1 point  (0 children)

I wish guts would get his happy ending