Sure, all you need to do is have an invisible floor tile whenever you spawn into a battle room. The floor tile will despawn all party members and add them back based on your tokens. Of course, that means the party members will have to be pre added to every battle room so they can be despawned and added.
can you explain in more detail for me, because the way I want my game to work is before a group battle starts you can choose what buffs to add to your party and transformations.
This part is fairly easy, unless they can access different transformations. The way to do it is that when their health value is less than a certain amount, their attack swing damage goes up. If they were different transformations, you could use tokens.
hey homie thank you, but is there a way for me to be able to make a save system as in save in my game and leave then have everything saved, and add my own sprites.
hey, I’m trying to make my first boss and I’m having difficulties, I want my boss to have 3 phases in the first its nothing special, in the second it gets faster and stronger, and in the third phase it gains A fire attack, I tried to use different levels to act as phases but this didn’t sit right with me, and seeing as your a more experienced game maker I thought you could help me
Alright, so I’ve done something like this before in my first game. In order to have different phases, a simple trick you can do is to use the bosses hp. There’s a script that allows sprites to do certain things when their hp value (not max) is equal to or below a certain point. For the second phase, you could put a script that dictates “If boss hp =< 60 – set damage to 15, set move to enemy speed to 0.5, set patrol speed to 5."
As for the fire attack, I'm not exactly sure what you mean. Up till now, there's still no plausible way to make an enemy use a ranged attack. For a game I'm currently making, a boss had a fire attack where every time he took damage, fire enemies would spawn in certain places. To replicate this for a boss phase, you could put. "If boss hp =< 30, fire 1 becomes active, fire 2 becomes active, fire 3 becomes active. " Seeing as there's no actual way to pass time, you could use on off screen NPC to dictate time. So when all the fire becomes active, you could have the off screen NPC walk from point A to point B before the fire becomes inactive. Or you could make this NPC invisible by putting an invisible floor tile that when touched changes the NPC's costume to "1001"
hey omesta I’m going to be rereleasing my game tommorow, can you play it and tell me everything wrong with it? it won’t take that long to play 10-20 minutes max if you play the whole thing
Wow, pretty cool!
thanks, you can add this to check out how it works. mode=edit (replace it with play)
hey, I like this can you show me how to do this, In my game, the main character has companions who I want to fight alongside him.
Sure, all you need to do is have an invisible floor tile whenever you spawn into a battle room. The floor tile will despawn all party members and add them back based on your tokens. Of course, that means the party members will have to be pre added to every battle room so they can be despawned and added.
Maybe we can ask DeWitters for a clipboard to put copied actors.
can you explain in more detail for me, because the way I want my game to work is before a group battle starts you can choose what buffs to add to your party and transformations.
Use this link, it’ll allow you to edit the game, but your changes won’t be saved.
https://rpgplayground.com/game/test-311/?mode=edit
Also speaking of transformations, I want it to be once your party members take a certain about of damage they transform and gain better stats.
This part is fairly easy, unless they can access different transformations. The way to do it is that when their health value is less than a certain amount, their attack swing damage goes up. If they were different transformations, you could use tokens.
hey homie thank you, but is there a way for me to be able to make a save system as in save in my game and leave then have everything saved, and add my own sprites.
A save system is coming up, and you need premium to add your own sprites. Premium is 30 dollars.
also can multiple people make a game at once
No unfortunately.
hey, homie Im trying to make a turn-based RPG, how did you make it so that you teleport to a new area when you touch an enemy?
hey, I’m trying to make my first boss and I’m having difficulties, I want my boss to have 3 phases in the first its nothing special, in the second it gets faster and stronger, and in the third phase it gains A fire attack, I tried to use different levels to act as phases but this didn’t sit right with me, and seeing as your a more experienced game maker I thought you could help me
Alright, so I’ve done something like this before in my first game. In order to have different phases, a simple trick you can do is to use the bosses hp. There’s a script that allows sprites to do certain things when their hp value (not max) is equal to or below a certain point. For the second phase, you could put a script that dictates “If boss hp =< 60 – set damage to 15, set move to enemy speed to 0.5, set patrol speed to 5."
As for the fire attack, I'm not exactly sure what you mean. Up till now, there's still no plausible way to make an enemy use a ranged attack. For a game I'm currently making, a boss had a fire attack where every time he took damage, fire enemies would spawn in certain places. To replicate this for a boss phase, you could put. "If boss hp =< 30, fire 1 becomes active, fire 2 becomes active, fire 3 becomes active. " Seeing as there's no actual way to pass time, you could use on off screen NPC to dictate time. So when all the fire becomes active, you could have the off screen NPC walk from point A to point B before the fire becomes inactive. Or you could make this NPC invisible by putting an invisible floor tile that when touched changes the NPC's costume to "1001"
hey omesta I’m going to be rereleasing my game tommorow, can you play it and tell me everything wrong with it? it won’t take that long to play 10-20 minutes max if you play the whole thing
Alright. I’m sure I’ll enjoy it!