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Messages - Kamani

Pages: 1 ... 10 11 [12] 13 14 ... 53
166
Oops. Thanks. Well, at least it’s an easy fix on my part.

Okay. The weird thing was that it was loading normally (still slow, what with the bad connection here), and then suddenly it started loading up (once up to like 70%), and then stopping, which I haven’t seen before. But I suppose it’s gone now, so...

Good. Thanks for the fixes.

Edit: Hmm... Not sure if the boss is sufficient or no (before life balancing, of course). It feels a bit lacking with just the two moves and the summoning, but I can't think of anything to add. I guess I'll just keep thinking on it for now.

167
I’m going to be using the flying dragon as a boss, but, I suspect that with the way I am planning on doing it, a more standard version won’t work. I’ll take a look though. With how I am planning on doing it, the hitboxes shouldn’t matter, thankfully, and nor will the flying enemies problem. Thanks though. I’ll still take a look, since, either way, it should be pretty neat.

Edit: For a couple minutes, loading wasn't working at all. It was just going up to a percent then stopping. Any clue why that was?

Edit: Screen glitch again: If you load the BossTesting room I have editing and enter the gate, BoundWorlds will partial freeze (menu still works). But if you use the menu to leave, the edit/playing screen goes entirely black, and will remain that way until BoundWorlds is fully rebooted. Not sure why this is happening, but since this appears to be a repeatable glitch, it might be possible to figure it out.

168
Fair enough. I’ll start the dragon boss fight and see if the gives me any ideas.

The desert section of the dungeon has a fair amount of thought put into it, but the caves ended up as kind of a last minute addition (possibly I should just do full desert?). Actually, considering BOTH of the Trial Guardians, full desert makes more sense (one being too large to fit into a smaller space, and the other being a sentient animating force/spirit of the entire desert). I think I’ll go with that.

Neat. A new video should turn out nicely.

169
Great! Those two bugs were pretty annoying. Thanks.

Okay. Should come in handy.

Oh, neat. Hasn’t effected me yet, since all the times I have used array variables, I’ve been changing the whole thing, but that should come in handy.

I’ll make sure I take a look at it today, while it’s still around.

Good. Image bounds could be a bit annoying to set, so that should be helpful.

Edit: Ugh, just can't find inspiration on what to do for this second dungeon floor of the cave section. Maybe I should just make it enter out into the desert early. I know what I want to do for the desert section, so I wouldn't get stuck here.

170
Oh, right. I forgot. Sorry. Thanks for the (opinion? Advice? Not sure how to phrase this again).

Edit: Oops, missed your first post. Responses:

On text variables in items: Got it in one. I want to be able to use an alternate title to use for the player (which will be under a settings tab in the quest core). If I could store a text input, I could just have an on create effect at the beginning of each world that set the player's title to that. (Side note: A max characters number for text entry would be appreciable).

On scrolling layers: Okay. Good to know.

On the rest: Okay. Thanks.

In addition: minor glitch: Type q into a text entry box, and the menu will still pop up. This should probably be prevented as long as the text entry box is open.

171
That loop change should be helpful. Now I can skip all of the loop if timer > 299 and set timer to timer+1 kind of stuff.

Cool! That should come in handy.

Thank gosh. Next time I need to move a complicated frame 20 frames over because the player doesn’t have enough time to dodge, it will be far easier.

Okay.

Edit: Can word variables be stored to item's memory partitions?

Edit: Scrolling backgrounds work very strangely. Try putting a player on the same one as it. You get some odd results.

Edit: Sorta a bug? If you are shift multi placing tiles and you mouse over a tile in the tile palette, when you release, it will switch to the tiles you were over and place that tile instead. When you are creating tile patches bigger than your screen, this can wind up being a real inconvenience. Not a huge issue, just a minor pain.

Edit: Hmm... Do you think the cave first room looks alright? I'm not 100% on this tileset yet (it's missing some pieces (I made some bad fill-ins with lazy editing, but that already has the word bad in it), and some things look wrong), but I don't know if the issues with it are bad enough to justify losing that decent color scheme match (comparable to, say, the Hyptosis Goblin Caves, with purple floors and stuff).

172
Sand slimes were actually supposed to be a standard enemy, albeit one that only appeared a few times. That’s why they have pretty low life. The bosses for this Trial will be a dragon and a different sand boss (Who creates the sand slimes Spids’s Sorcery style), and a very large golem miniboss. I guess transforming isn’t really a standard enemy gimmick. Guess I made another shocker spider miniboss. I guess I’ll make a different 5th enemy for post-caves.

But I’m probably still using some of these for the actual Hiekka boss. Don’t think this one’ll end up a puzzle boss, although I should consider doing one of those.

173
Okay, that should be helpful. Thanks!

Thanks. Glad that turned out decently. I'm using it as a teleport (because I already have golems as an ambush mob, mostly. I might make a way in the package to let them also work as an ambush mob, but I don't know if I want two different ambush mobs in one world).

Good idea. Thanks. I never really got around to naming them (since I just decided to use the dragon sprite and then the rest of what they ended up doing just ended up happening), so that'll work nicely.
An enemy scan would be pretty neat. Not sure how it would work, considering how many different ways you can design an enemy, but it would be cool nonetheless.

Makes sense. Once there are some good options, maybe I should use a proper weapon (instead of just a damage multiplier like my sword) in one of the Trials to mix things up. Either way, should be neat.

Edit: First attempt for the Sand Slime (Sand Mimic?) is done. On a 5 second cooldown, it transforms into any other enemy, attacks with either of the two enemy attacks, and then transforms back. It isn't super dangerous (5 second cooldown on one attack), but it is a little less predictable then normal.
I don't know whether this will be interesting to fight or no, so it might end up replaced. Either way, I don't actually need them for the first half of the dungeon, so tomorrow, the actual dungeon building should start.

174
Okay. Thanks. That should really help.

Edit: Minor text glitch sorta?: If you have text that appears character by character, and you have a word that would go past a line and thus gets moved to the next line, it starts on the first line, and then only goes to the next line when the text gets that far. For an example, the middle left Royal Guard in the second room of Throne Room has the word come start on the first line and then jump down to the second (although it happens fast and is easy to miss). It looks kind of odd.

Edit: Scorpion monster is possibly completed? Not sure if I'll keep their design. They have a standardish stinging damage attack, and a special teleport that also uses the sting attack that activates at a 100 minimum range.
Fun to mix with the blinding dragon though.
I should probably nerf their damage, either way. This set of mobs was sort of supposed to be easier, since they are earlier in the Trial dungeons. ... Again, actually, since I seem to recall that this happened in early Lusuria design (which makes more sense placed where it is, thankfully).
I'll keep thinking about it.

Edit: I can't seem to properly type decimals or negatives in the Set box for status effect modifiers? I typed in 0.05 (you can't start with a negative, just like you can't start with a decimal point), but it just turned into 5. After some more messing around, I managed to get it to work either by typing 0.5 and then adding the 0 and negative sign, or by just copy-pasting it in. I guess it doesn't like to have 0.0 typed in, so it resets when you have that.

Edit: Hmm, I think the dragon enemy needs a second skill. Too flat right now. Maybe something similar to Umbra's dragon flying attack?
Edit: Yeah, that seems to be okay.

Edit: Is there a way to use greater than or equal to (and less than or equal to) in if statements without doing something like Is n > 10 | n = 10?

175
Cool. That should be good for some neat effects.

Okay. Thanks for looking. I’ll take a look at it. It might work well.

176
That should be pretty easy to do for this one. I’ll have to think about it for Lusuria (adding more exits should be easy, just not the couple of sparks on the way part. Might skip that there).

I figured that I didn’t want to have it just be the exact same shape. Plus, a town makes a more interesting rest stop then a single generic rest room.

I’ll have to think about these more as I continue. Hadn’t really considered it before.

Thinking about it, my whole project is a hub dungeon. Although it isn’t the classic “Hero must gather N artifacts to stop bad guys from summoning the (insert ultimate evil enemy here). But inevitably, after all N artifacts are gotten, the (repeat insert ultimate evil) is summoned anyway so that the hero can dramatically defeat them instead of just sealing them away.”

That should work well. I’ll have to look for some art for them, since what we have now isn’t quite right.

Edit: Wish there was any real 4-way scorpion art on OpenGameArt. Unless I am unusually oblivious today, there is none.

177
Wow, that was fast. Good that it went well. Thanks for adding it. I’ll have to update the effect to use it.

Yeah, I was messing around with some of those yesterday. Exclude on a solid white object is fun, as were things like hue on non-solid white objects.

Neat. I’m looking forward to trying this out.

Edit: Golem has been fixed, snakes lunge, and sand dragons blind (and inflict a minor disadvantage status effect (including on non-players)). Now I just need to figure out a forth.
Edit: Unless I use sand slime in the first half instead. The second half will probably have a miniboss anyways (I'm planning on using the same style of dungeon here as Lusuria, besides the town in the middle of the trial (After you beat the trial, you'll be able to go to it without doing the first half). Not all of the Trials will do this, but I'm not sure of how many dungeon formats there really are. Any advice on dungeon formats, while I'm thinking about it?).
Edit: Actually, the sand slime doesn't work too well thematically in the cave, so I think I'll go with something else.

178
Okay. I’ll figure out some other effect for this enemy then. Thanks for the... information I guess? Not entirely sure how to phrase that.

Edit: Seem to have found a workaround for the lag. I switched it to jumping every four frames (using an on create loop). Could look odd if teleported more than like 4 blocks, but will generally be fine.
The debuff will only apply to the player (because it isn't actually any kind of functional effect), but otherwise, should work just fine. It resets the lifetime on hit, but doesn't stack (because multiblind is just not needed).

179
Makes sense. Will that be doable soon, or no? If no, I’ll think up a different enemy for now, and just use this later.

180
I’d do that, but I want this to be packagable, and I can’t package a layer, so that doesn’t really work for me. Otherwise, that would work perfectly for me, but I do really like making my stuff easy to move around and package.

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