GameMaker: RPG Dev Part 3 | Armor and NPCs

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  • Опубликовано: 16 май 2016
  • Here is the source code of the game (Version 0.1): www.dropbox.com/s/w3jdxwtpej1...
    Now I'd like some game name ideas. Let me know in the comments. This is now on GameJolt: gamejolt.com/games/rpg-work-in...
    Twitter: / xordev
    Shader Tutorials: xorshaders.weebly.com/
    SONG:
    “SHADING”
    by Eric Matyas
    www.soundimage.org
  • ИгрыИгры

Комментарии • 8

  • @_mishi
    @_mishi 8 лет назад +1

    AMAZING WORK. I am really exited about this game. Looks awesome ,keep it up!!

    • @XorDev
      @XorDev  8 лет назад

      +MouseWhoLoves Thanks! Please consider sharing to help me out.

  • @only4midionly4midi47
    @only4midionly4midi47 8 лет назад +1

    yep great again.
    Sorry for the delay but I was out of town!
    My 2 cents again:
    1) consider to show a more complex HUD with more info, like armour strenght/bonus or class (barbarian,
    clerical, archer, thief, jester...)
    2) add also a female character

    • @XorDev
      @XorDev  8 лет назад

      +only4midi only4midi Thanks again! Keep the ideas flowing!

  • @TheFilipFonky
    @TheFilipFonky 6 лет назад

    What if my character is actually animated? How do I make the armor and shield follow the animation?

    • @XorDev
      @XorDev  6 лет назад

      Hard to say. Animating the armor is the simplest way, but is inefficient for lots of armor. You could create an array for the x and y coordinates for each frame and draw the sprites with the shifted coordinates matching the character frame. Example Create event:
      ArmorX[0] = 0; ArmorX[1] = 2; ArmorX[2] = 0; ArmorX[3] = -2;
      ArmorY[0] = 0; ArmorY[1] = -1; ArmorY[2] = 0; ArmorY[3] = -1;
      Example Draw event:
      draw_sprite(spr_armor,x+ArmorX[image_index],y+ArmorY[image_index]);

  • @fossymanplays
    @fossymanplays 7 лет назад

    how do you do the armor as I wanna try and make a game but I want to add something like this

    • @XorDev
      @XorDev  7 лет назад

      Have a look at the source code in the description!