If you've made it this far, then I congratulate you! This tutorial will be the last one for this series focusing on enhancing the battle system and skills with Visustella's Battle Core. I hope that you've enjoyed the ride thus far.
Game dungeons are almost always full of monsters, but sometimes that’s all they have to challenge the player. Additions like puzzles and traps can turn a simple map into an exciting dungeon to explore, so let’s take a look at one type of trap we can add to our dungeon floors: spike traps.
Whenever I start a new project, my first thought when seeing the world map tiles is “Nah, I won’t need that here”... if I want a world map, I’d probably parallax it to have it really fit the world I have in mind. But on the other hand, it’s a shame to just neglect these neat tiles, even if you don’t plan on having an actual world map. So let’s have a look at 6 ways to (mis)use these tiles!
The clock is ticking, and there is less than 5 days left to get your game into the Touch the Stars Game Jam! Don't miss your chance to win a $1,000 Grand Prize, get your game in before the deadline. Need some tips on how to do it fast! We're here to help with this tutorial.
We all love getting items while playing games, but some of them really only have one use. Wouldn’t it be fun to include some items that work one way in battles and do something else when exploring a map? So today let’s take a look at how to create a bomb that damages enemies in battles and can also open up holes in map walls.
Have you ever wanted to show a balloon icon in a move route to draw your players’ eyes to an event? How about creating a creepy flickering effect for a ghost in a horror game? Or maybe you wanted an event to become visible only if the player is nearby? Today let’s take a look at some more script calls we can use in move routes that will make all that possible.
Visible enemy encounters can make planning when to battle a lot easier, but that’s not their only upside. Since visible enemies are events we can add all sorts of extra commands that can affect battles! So let’s learn how to make a preemptive strike QTE that can add states to our enemies.
Having NPCs wandering around a map can bring a lot of life to the scene, but sometimes it feels like the only options are to have them walk a simple planned route or move randomly. That’s not the case though! With some script calls and out-of-the-box thinking, we can add new moves into our NPC events.
RPGs have a lot of stats that make battles more interesting: Attack lets us hit enemies harder, Defense keeps our heroes from fainting after one hit, and Agility speeds the battle up. But what about the often-ignored stat, Luck? Let’s take some time to find a few ways to use Luck, both in and out of battles.