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Messages - Epictus

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1
Custom Maps / Re: [Campaign] Cold Forest
« on: November 11, 2015, 12:57:53 PM »
Very nice hehe! Keep up the good work!

2
Editor Discussion / Re: Fleeing monsters
« on: November 11, 2015, 02:17:28 AM »
It is always the simplest things that are the most effective, and that we don't think of :P

3
Custom Maps / Re: [Campaign] Cold Forest
« on: November 10, 2015, 03:36:24 AM »
I don't know if you did the trees, but they are sick, might as well redo the characters skin to fit with them :)

4
Editor Discussion / Re: Fleeing monsters
« on: November 10, 2015, 02:56:44 AM »
Yes those were the 2 options I've been thinking about, I already worked with the blink but didnt like it since it always went in a single repeated direction, it was not really feeling as if the monster was running away in a clever way, I thought about an other way to make them flee, it works like the blink but is smoother, I just gave the monster some negative movement speed, that way it looks more like hes running away (worked well with a single faced monster like the slime and have yet to try with a 8 faces monster), combining it with blink feels great and gives it the opportunity to escape corners and walls when it's stuck.

**EDIT** Just tried a 8 faces monster and it works like a charm, he's turning it's back on the character to run away :) Awesome!!

5
Editor Discussion / Re: class restriction
« on: November 10, 2015, 02:47:27 AM »
Thank you, yeah I will also tweak the other classes down to make sure they understand they can't play those :)

6
Editor Discussion / class restriction
« on: November 07, 2015, 05:16:29 PM »
Is it possible to restrict the game to one class only when choosing your class in the menu?

7
Resources / Re: Need some help, not sure how to do this.
« on: October 27, 2015, 08:13:41 PM »
Doing alot of sketching to practice 3d is also a good way to improve pixel art sprites realism. Makes them 2d sprites look less stiff.

8
Editor Discussion / Fleeing monsters
« on: October 26, 2015, 08:08:54 PM »
Hi it's me again, I was wondering if anyone knows how to set a monster with a negative aggro of some sort or just set to flee, to make him run away from you instead of running after you. A little like having a minion in a boss fight, set to heal the boss and running away from you, that you must kill in order to stop the boss from healing.

Thank you.

9
Editor Discussion / Re: Choose a spawn object location
« on: October 25, 2015, 08:58:50 PM »
I finally found what I was looking for on an other topic, if anyone else wanna know. I just needed to add a passive skill for dropping gold, which could be for dropping anything really.

Just had to make sure the actor was set to behavior "composite", and add an active skill so the actor would not crash the game.

<array name="pskills">
<dictionary>
<string name="type">drop</string>
<string name="sound">sound/monsters.xml:death_tick_golden</string>
<int name="hp">10</int>
<dictionary name="loot">
<string name="origin">0 0</string>
<float name="spread">1.5</float>
<array name="loot">
<array>
<int>100</int><string>items/valuable_9.xml</string>
<int>200</int><string>items/valuable_8.xml</string>
<int>300</int><string>items/valuable_7.xml</string>
</array>       
<array>
<int>200</int><string>items/valuable_4.xml</string>
<int>400</int><string>items/valuable_5.xml</string>
<int>300</int><string>items/valuable_6.xml</string>
<int>25</int><string>items/health_1.xml</string>
</array>       
</array>
</dictionary>
</dictionary>                  
</array>

10
Editor Discussion / Re: Choose a spawn object location
« on: October 23, 2015, 03:09:21 PM »
Yes I already am using the objectevent trigger set to hit, my question is, is there a way to make the object spawn at the location occupied by the monster hit while he moves and not the location where I put the spawnobject script.

Thank you :)

11
Editor Discussion / Re: Choose a spawn object location
« on: October 23, 2015, 03:58:07 AM »
Yes sure, but the event i'm trying to create is more like dropping gold or stuff under him each time he gets hit, or spawning other monsters at his location. I will try the global event, thank you for your reply.

*edit*

The global event is for a boss right? I'm trying to make my event happen with anything I want, a monster, a box, a wall, etc...

Thanks.

12
Editor Discussion / Choose a spawn object location
« on: October 23, 2015, 01:55:13 AM »
Hi, can anyone tell me how do you make a SpawnObject spawn at a certain location like under a boss after he dies with the ObjectEventTrigger

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