![]() ![]() At the village with the dogs, just before you enter the cave after climbing the stairs, there is a secret area left of the archway into the dog area.To the east of the flag you can see a beacon which can be activated via laser sighted rifle. On a ledge on the stairs south of the warp pad that has a large red flag on the northern most part of it.In the small village on the stairs up to the primary northern village is an exit in the SE corner which only opens up after beating the boss- go through the little labrynth within to get another.In the 3 shard door, when you arrive at the room with the two bird wizards and several birdmen and slime (just following the area where you dash north over the long pit) there is a hidden exit on the south left side of the room.One on the top of the mountain to the immediate right of the large machine.One in dungeon to the left that you teleport to - just follow it to the end.After shard 1, just keep going, the other is at the end of the dungeon path.In the dungeon to the far left, marked by a titan hand at the entrance, you'll find one hidden in a room to the left of a small area in which you fight a few birdmen.It'll just either use the bottom-left or up-left animations, so the player recognize the attack animation. An enemy can actually attack you "sideways" despite not having a frame for that. What they do in games like Ragnarok Online instead, with the very limited sprites for enemies is that they have pretty wide attack ranges. Since you're beyond 45' degree (-45 to 45 should be one direction, 45 to 135 the next one, etc.), you display the frames for that direction. You "lock" that direction, and actually use the attack with that direction for the hit check later.īut visually, you just use the animation that most closely match the heading. You know that the player is 60' away to the bottom-left. Let's say the enemy prepares a thrust attack. One is to actually attack at whatever real angle the player was to the enemy (keep the heading/vector difference between their position). ![]() I ask this because I'm a solo dev and it would be so much easier and less time consuming to make enemy animations the way you do it (using 3 sprites, mirroring the sideways one). wouldn't it be a bit more difficult to implement these if the directions were limited to 4 directions? Or would this not matter at all if the enemy could effectively move and track your position? ![]() You know, attacks that are in a straight line. By linear attacks, I mean like thrusts, downward strikes, and cuppercuts. Slashes you can be more flexible about it because it covers ground, including the 4 directions we excluded. They would be able to perform 2 kinds of basic attacks: slashes and linear attacks. If sprites were only 4 directional, how would you solve the problem of not being able to attack in the excluded 4 directions?įor example, let's say that a enemy carries a sword. I have a question related to this issue if you don't mind. What should I do? Any thoughts or advices will be greatly appreciated. I should also tell you that this is mainly going to be a sword fight game, and I'm worried that the tells might look too confusing with all the different directions the enemies can face. I'm not sure if the player would recognize each enemy tell because every attack is going to have 8 different attack animations (again, techically 5 but you get my point) for each angle. Bosses are going to have a lot of attacks up their sleeves with different timings attached to each one of them and the main problem I'm seeing is. I feel like it's going to be different for enemies though. This isn't a problem with the player character because players will know what they're doing even if the attacks look different from each side. This means I have to make 8 different animations for each of the 8 angles (technically 5 because 3 of them can be inverted) for the "same" attack animation. I'm trying to make a top down (3/4 view) action rpg where both the player and enemy can face 8 directions.
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