The Plight of Sotham (Formerly Zelda-Mouse) - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Creative Zone (https://www.vg-resource.com/forum-86.html) +----- Forum: Games Development (https://www.vg-resource.com/forum-22.html) +----- Thread: The Plight of Sotham (Formerly Zelda-Mouse) (/thread-24572.html) Pages:
1
2
|
RE: Zelda-Esque Mouse Adventure! (DEMO! YAY) - nicktheslayer - 02-13-2014 (02-13-2014, 07:52 PM)Gors Wrote: well, it was just 4 frames that i made so there's no need for that Well, these few frames are on the screen 100% of the time, haha. And I'll heed your advice as I continue. The swimming should be easy, (Cropped head in water.), but man, attack frames are gonna be such a bitch. They can go without for now, though. RE: The Plight of Sotham (Formerly Zelda-Mouse) - nicktheslayer - 03-03-2014 With the full version of GameMaker Studio now mine, I'm full speed ahead once again. Working on making variations in the enemy AI. Got some that move in 8 directions, some 4, some that change sprites based on direction. The Kogg enemy, when almost defeated will start to smoke and move sporadically. (Because it's a mech, I think it's kind of comical.) The two organic enemies actually get knocked back, while the mech Kogg doesn't. I made a shitty little sprite thread as well. Linking the OP to that. |