We now have a way to change the controls in game
I still have to officially add it to the options menu and fancify it, but it works, and that's the important part.
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I don't know what the meaning of the word 'quit' means so... It's getting done at some point lol. I have estimated the first game to be around 20ish battles. Adding in town stuff and exploration I estimate the final game to be around 10-20 hours long depending on your skill and whether or not it's your first time playing through the thing.Bones wrote:Sounds like a big project and glad to hear you are continuing on after finishing your course. You seem to have the coding down and probably more in need of artists and musicians but if I can help in anyway please let me know.
You are correct, at this point I need more art and music people. But play testers are also very important ;D
I did get a nice offer from a composer so I'll probably take him up on his offer and see where it goes.
Regarding the attack of the wolves, increasing it makes it too difficult for the first battle. Simply because your healer doesn't have enough MP at this point to take care of the extra damage you'd receive. I think instead I'll try making them a tad more aggressive and see if that works. I might as well make 'sprint' while I'm at it.Bones wrote: I actually did blitz the boss and the wolves to the right did attack. If they had more attack I would have been in trouble.
GM8 does not have controller, joystick, ect support. Only mouse and keyboard. So yes, GMS is better in that case lol. Assuming gamepad works the same as the keyboard commands, my game should be able to include gamepad with a small altercation to the control config.Bones wrote: Controller support on GMS is infinitely better than GM8 but I'm pretty sure you can use a 360 pad with the joystick functions. Probably worth waiting till GMS though cause they are all gamepad functions then so would need to rewrite it anyway.
Bigger companies also have bigger games with way more code than I have so bugs are understandable lol. But yeah, my college advisor will always try to break our code in every way possible when he grades our projects so at this point it's habit to add comments and error handling.Bones wrote: Lol you could teach alot of the big gaming companies a thing or two about no bugs. It was good to see and I like that you had error trapping to give you information in case you do get them. Kira looks awesome and is that dual wielding?
Kira will most likely dual wield post promotion unless the balance ends up being really bad. An idea I had for the balancing would be to have 2 types of weapons. Daggers would be dual wielded, a melee weapon, and give slightly better attack rating while a throwing knife would be main hand only and a weaker ranged weapon. Of course I could also simply double the attack of the daggers and not make them dual wieldable for the same effect but eh dual wielding looks cooler.
Edit:
Made the wolves all out sprint towards your group if you blitz the boss for the hell of it. It looks freaking hilarious seeing wolves bombard you from every direction lol. I also upped attack and defense of the wolves slightly. Currently playing around with it to see how well it works.
Edit:
The battle is now properly scaled. It should be more challenging now. I'll update the download once I finish adding the control config.
Edit:
Here's the 1.1 update to the Alpha Demo.
It balances the first battle a bit (it's definitely harder) and it also adds control configuration!
https://drive.google.com/file/d/0B-F-g- ... sp=sharing" onclick="window.open(this.href);return false;
Edit: Finally working on item use. I'm most likely going to build in the ability to add an "item use" animation for characters as well just in case someone finds it useful. Now, as far as I'm aware there are only 2 types of items in SF, ones that mimic spell effects, and ones that boost your character's stats. Am I missing any? Or does anyone have any other ideas for item effects?