Thank you! If you want to look at the code, I think you can take the game url and replace ‘play’ with ‘edit’, and you can see how its done directly – but if you want to know how to do something specific, let me know, and I’ll write out a quick tutorial. The general code for turning things invisible is:
monster changes appearance to “[characters.segmentsheet$1001$char32x48.segmentdiv,char.animator]”
The quick way to implement that is to have the monster change appearance to the first character sprite in the list, and then to change ‘0’ to ‘1001’. Hope that helps!
Thanks! And your farming video was great, there really is a lot you can do with this. You mentioned that enemies will show a sword if they are able to attack, but if you start with different base enemies, different attack animations are shown. So while I haven’t tested it while invisible specifically, I assume you could use the fire enemy to prompt the animation of a small explosion, or a bee enemy for a chemical burst, etc. Those would only show when they attack the hero, but so long as the enemy’s attack deals no actual damage, you ought to be good to go.
@ttocsmac And I just tested, yes, in addition to using the enemy animations for their plain effects, you can also make fire-breathing swans and acid-spitting goats.
Woah, that is really cool. How did you do it if you don’t mind me asking?
Thank you! If you want to look at the code, I think you can take the game url and replace ‘play’ with ‘edit’, and you can see how its done directly – but if you want to know how to do something specific, let me know, and I’ll write out a quick tutorial. The general code for turning things invisible is:
monster changes appearance to “[characters.segmentsheet$1001$char32x48.segmentdiv,char.animator]”
The quick way to implement that is to have the monster change appearance to the first character sprite in the list, and then to change ‘0’ to ‘1001’. Hope that helps!
So that’s how you make invisible enemies, nice.
Brilliant find! I love this community!
Thanks! And your farming video was great, there really is a lot you can do with this. You mentioned that enemies will show a sword if they are able to attack, but if you start with different base enemies, different attack animations are shown. So while I haven’t tested it while invisible specifically, I assume you could use the fire enemy to prompt the animation of a small explosion, or a bee enemy for a chemical burst, etc. Those would only show when they attack the hero, but so long as the enemy’s attack deals no actual damage, you ought to be good to go.
@ttocsmac And I just tested, yes, in addition to using the enemy animations for their plain effects, you can also make fire-breathing swans and acid-spitting goats.
Be careful about using this. deWiTTERS already stated that this is undefined behavior. So it may change in the future.
If you would like to have such a feature without any risk vote here:
https://trello.com/c/jZPsTXi7/430-new-action-set-actor-to-invisible
Here is the original conversation I talked with deWiTTERS about this “hack” and where he stated that it is risky to use:
https://rpgplayground.com/forums/topic/i-can-make-monsters-invisible/
I also used it for scrolling the screen earlier. But if anyone of you decide to use it, please keep in mind you should change it in your games as soon as a real invisible property is available:
https://rpgplayground.com/forums/topic/here-is-how-to-scroll-the-screen/