Theres lots of things I need graphics for, but for now, I just want the main character.
Now, I've looked around on Google a bit, but couldn't really find any references to the kind of character I want...so I'll just have to try and explain...
I want a character that looks like an adventurer, but also looks like he could do other things that are more relaxed like farming or something. My game is an RPG, so there will be monsters and bosses and stuff like that, but I also have like, your base, your fort, camp, what ever you wanna call it, where you can collect things, craft em, and farm and mine ore. So rather than having a decked out buff man in armor and muscles and whatnot, I was almost thinking something like the main male character from harvest moon, but with a more, idk, adventurer look, so he looks like he could fight with a sword and stuff.
So I need the character described above in a 32x32 canvas, without a weapon in his hand or anything.
I would just draw him with simple cloths, something casual, but ya know, RPG casual.
I would like walking animations for 8 different directons, but really, thats only Up, Down, Sideways, Up-Diagonal, and Down-Diagonal, since we can just flip these animations for the others. Also, if anyone really feels like it, I would also like a death animation, maybe him just falling to his knees and then on his face...no gore or anything....
So, I hope thats not asking for too much...
I hope I gave enough of a description, but if your unsure of anything, just ask and I'll clarify.
The 1 in each of the strings is the level of the attack. It can be 1,2, or 3.
The thing is, This is the default location of each of the attacks. When learning a new attack, the player can choose to learn it in any Attack slot they want, meaning that Attack_FlameBusrts() may not always be in Attack1.
I want to make it so you can upgrade your attacks. I need to be able to find that number at the end, and increase it by 1.
I am aware of the various string commands that let you read parts of a string, or substitute them, but I can't get them to work; I may be using them wrong XD
If someone can show me how to get the number of the Attack Level out, be able to change it, and put it back in, then it would be a big help. Thanks in advance!
I'm making a game, and I'm using Hitboxes for attacking. When the Player Hits a HitBox_Parent_Monster object, it takes damage equal to the Hitboxes Power. When a Monster Hits a HitBox_Parent_Monster object, the Monster takes the damage.
Now, I have this Hitbox called HitBox_Normal. Both the Player and Monster can create this hitbox through the same script. At one point in the script it says this:
//Set the HitBox Parent
if object_get_parent(id) = Monster_Parent //if Your a Monster...
object_set_parent(HitBoxID,HitBox_Parent_Monster) //Then the hitbox you created must be of the Monster Hitbox group, so it hurts the player!
object_set_parent(HitBoxID,HitBox_Parent_Player) //You must be the player, so your hitbox must be of the Player Hitbox group, so it hurts the monster!
Note: the variable HitBoxID, is the id of the newly created hitbox. (HitBoxID = instance_create(x,y,HitBox_Normal)
My problem is that I can't set the parents while in the game. I have a debug message saying this:
The 'Parent="+string(object_get_parent(HitBoxID)' always turns out to be -1, which is no parent, which is what the HitBox_Normal starts out as. The Power and other things turn out fine, such as, If the monster has 9001 attack, and uses this script, this debug message will say that the hitbox power is 9001, and if the player uses this script while his attack is 2, the message will say the new hitbox power is 2. So it does pick up which object created the hitbox, but it can't seem to set the parent at all...
Ok, so in my game, i made doors that bring you to different rooms.
These doors depend on global variables to set the players x and y coordinates in the new room.
The thing is, that when you get there, the user can see the player object snap to those coordinates.
yes, it only lasts half-a-second, and its a very minor thing, but i wanna fix it.
The problem is, that the room starts after the goto_room transistion ends, so when i have the fade from black transistion, #21, while the room is fading in, the player is in its old posistion, then it snaps to the new once the fade is done, leaveing me with an ugly transistion.
I've considered haveing the room create a black sprite over the entire view, but since my rooms will all be persistant, it would only happen the first time.
I dont want to but that code in the player create event, because if i want to just move rooms, but not have a player object in it, then it wont fade. (that may not have made sence, but bear with me =P )
So, what im asking is:
-Fade from black room transistion in every room, any time i move to a different room
-The game must be active while the transistion is happing
and our resources:
-The player object (this wont be in every room that needs a transistion)
-The room create code (this is almost completely useless because all rooms are persistant)
-A 'Player_Transport' script that moves the player and all player related objects to the new room. Only used for moving the player from room-to-room
with the resources above, i could add another controller and make some sort of synthetic room-create event controller, but idk how i would start with that, but its still an option....
Hello, I would like if someone could draw my main character for me, since im no good at drawing...
As for the specs of the Images:
The Dimensions are 32x32, and I need it animated
Its a 2D platformer, so only one direction of each animation is needed (I can just Flip it)
As for the look of the character:
Think of Kirby, but without arms.
The game is nature themed, so any natural sort of twist with the look is fine.
The character is mainly a body, with boots or like, idk how to explain it, just look at Kirby, minus the arms, and no HUGE eyes... regular sized please =)
The character is AS happy as Kirby is all the time, so maybe with just a neutral expression?
As for the colors, im not sure what would look good. The background is all forest like and green, so i don't want it to merge with the background or anything... think Life, and Natural... (You live in a tree, so maybe wood? idk that might look weird...)
As for the animations I need: (Keep in mind I only need one of each, because I can simply flip the animation frames, but you all know that =P )
Left and Right Walking
Left and Right Sprinting (Maybe a small dust cloud animation to go with it, not necessarily needed at the moment, but if you do, keep it in a separate animation)
Left and Right Jumping and/or Falling
Left and Right Still (Not really an animation, and not really needed since I can just take one frame from the walking animation, but maybe an idle animation? like blinking, or swaying up and down a bit...)
And that's it!
Thank you VERY much in advance (I'm hopeless at drawing my own stuff, so im really looking forward to what I get! I'm sure if your reading this, your very talented XD )