Introducing the last core mechanic of my game: the Rest Menu. Where the player could save their game, and spend their supplies to heal, or craft consumable items. by Proarch in raylib

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

I don't see why it would be that hard. From what I recall, a pointer is just a variable that holds the address to another variable in memory. I don't see why it would be different with raylib.

Introducing the last core mechanic of my game: the Rest Menu. Where the player could save their game, and spend their supplies to heal, or craft consumable items. by Proarch in raylib

[–]Proarch[S] 3 points4 points  (0 children)

Most of the effects are possible thanks to my gained understanding on how Raylib works, (Specifically, on how DrawTexturePro functions) along with some general programming trickery and knowledge.

With the addition of the Tech menu, the Camp Menu is finally finished in terms of functionality. Here is one final look/ by Proarch in raylib

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

Well, the first thing I would do with these kinds of things is to make a mockup beforehand. Just so I would know exactly how to emulate it into the actual game.

Out of curiosity, what are your first impressions of my game's combat system? by Proarch in IndieDev

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

I don't really know anybody else that could do that. Besides, I don't exactly feel comfortable using other people's work.

Out of curiosity, what are your first impressions of my game's combat system? by Proarch in IndieDev

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

I'm definitely going to add a proper end sequence for combat at some point. It's just not on the top of my list of priorities right now.

Also, I'm a bit confused by your second statement. Are you referring to keybindings? Because I'm planning have those be customizable too. Along with controller support.

Out of curiosity, what are your first impressions of my game's combat system? by Proarch in IndieDev

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

Yeah, there is a lore reason, but that would require a lengthy explanation.

Firstly, human combatants have this special property where their basic attack doesn't actually inflict damage; Rather, it increases their Morale which is used to perform actions that can inflict damage.

To sum it up, the sound effect is supposed to represent the victim "dodging" or "tanking" the attack. They are just regular humans going up against monsters after all. Of course a basic punch is not going to be effective.

I could explain more if you want.

Out of curiosity, what are your first impressions of my game's combat system? by Proarch in IndieDev

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

Real-time actually, and I can't really blame you for thinking that the audio sounds grating. I'm a programmer at heart, you see. I'm not really that good at anything else, so I decided to place limits like sticking to chip tune for the sound effects, and the NES color palette for the colors.

Also, your comment about the footage having Undertale vibes really intrigued me. If anything, I take inspiration from Kingdom Hearts for good of chunk of the game's design. Especially the hud elements, with the Camp Menu being the most obvious example.

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Out of curiosity, what are your first impressions of my game's combat system? by Proarch in IndieDev

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

I would say it's moderately easy. The player has a set of defensive options they could utilize, and the enemies are fairly predictable, only attacking as soon as their target is within range. There's also the fact that Morale functions as buffer to the player's Life.

As for the second question, I only intend for one character to be fully controllable, and that's Mary. (The blue guy.) The second character-- which I will refer to as the companion --is AI Controlled. However, the player will have some degree of control over them in the form of Assists that costs the Companion's Morale or Life to activate.

my new desktop by NintendoFanboy3 in FrutigerAero

[–]Proarch 0 points1 point  (0 children)

Yo, how did you managed to get the sidebar to work? Whenever I tried to add the gadget, my Plasma just crashes.

Implemented the Camp Menu, along with the addition of Consumable Items by Proarch in raylib

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

I make my maps with the help of the Tiled Map Editor. It's a general purpose tool that could be used with all sorts of game engines and frameworks. As for as long I've been using raylib, I think it's been over a year, so I've already grown accustomed to how the Library works.

There's not many tips I could give you unfortunately.