pennomi, the last two numbers on event location are the tile width and tile height size of the activation area. The location (x,y) is actually the "top-left" corner of the activation rectangle.
Examples:
- A single square activation might look like 50,50,1,1
- If you want a 3x3 square centered on 50,50 it would be: 49,49,3,3
Side note: each event can have up to 8 actions. Actions are anything that's not type or location. For now, if you want a more complex event you have to overlap two or more events (see the final room of the Complex for a large example). This is silly and unintuitive so I'm going to change the 8-action limit at some point.
pennomi, excellent! I'll go in and add some treasure. The rest is great and just the feel I was going for.
And great job on the goblin shaman, he was a fun little fight.
It should be easy to add baby and queen antlions. I might do that later. I want to add unhatched egg tiles to the map and use events to spawn swarms of baby antlions. But that'll take modeling so I might save it for a deeper level of the cave.
Note: treasure can drop +/-3 levels, on a bell curve % chance (5,10,20,30,20,10,5). So if you place a level 4 treasure, there's a 5% chance of getting a level 1 treasure and a 10% chance of getting a level 6 treasure.
Followup-Note: if the treasure roll determines a treasure of level 0 or below, no treasure is given.
Creatures drop loot based on their creature level, same bell curve math applies. But each creature has a % chance of dropping loot at all, whereas map events always drop treasure as specified.
At some point I will add Powers and Enemy Spawns to events. So a trap room might spawn a load of zombies, or a trap tile might shoot a poison dart at you.
I like the spitters too! Essentially, under the hood, they're the same as skeleton archers or goblin spearmen. It's a plain missile. But it's funny how just a few variable tweaks and new art can make something so vicious! Hint though: fire resist gear really helps. It rounds in your favor, so even 1% fire resistance will reduce fire damage by 1 point.
I think antlions or zombies that start behind cave walls is perfectly okay. Used smartly/sparingly anyway.
On those tiny dead-end rooms I might put some chests or other containers. If you can figure out how the container events work feel free to add them, otherwise I'll go ahead and add those after.
Tip: I suggest having a copy of the cave map open in Tiled and using the mouse cursor + status bar to see coordinates, to place enemies.
pennomi, I'll add you to the credits to the game. Do you want to be credited in a specific way?
pennomi, the last two numbers on event location are the tile width and tile height size of the activation area. The location (x,y) is actually the "top-left" corner of the activation rectangle.
Examples:
- A single square activation might look like 50,50,1,1
- If you want a 3x3 square centered on 50,50 it would be: 49,49,3,3
Side note: each event can have up to 8 actions. Actions are anything that's not type or location. For now, if you want a more complex event you have to overlap two or more events (see the final room of the Complex for a large example). This is silly and unintuitive so I'm going to change the 8-action limit at some point.
If I had to choose two formats, it would be:
1. A format for the purists (either pure data or pure license)
2. Something universal/easy to use for everyone else
So my vote is flac + mp3
Anytime someone wants to submit a Starter Set, contest or not, it will be wildly popular and useful on OpenGameArt!
The surprise events were great! I like how you handled the monster position on one event. And I'll look for a great sound for that other event.
Sure, please send the updated .tmx -- is the update just related to that minecart-room event?
I did miss a couple things in the goblin room the first time around. I might make those activation zones a bit larger.
pennomi, excellent! I'll go in and add some treasure. The rest is great and just the feel I was going for.
And great job on the goblin shaman, he was a fun little fight.
It should be easy to add baby and queen antlions. I might do that later. I want to add unhatched egg tiles to the map and use events to spawn swarms of baby antlions. But that'll take modeling so I might save it for a deeper level of the cave.
Tartos is correct.
Note: treasure can drop +/-3 levels, on a bell curve % chance (5,10,20,30,20,10,5). So if you place a level 4 treasure, there's a 5% chance of getting a level 1 treasure and a 10% chance of getting a level 6 treasure.
Followup-Note: if the treasure roll determines a treasure of level 0 or below, no treasure is given.
Creatures drop loot based on their creature level, same bell curve math applies. But each creature has a % chance of dropping loot at all, whereas map events always drop treasure as specified.
At some point I will add Powers and Enemy Spawns to events. So a trap room might spawn a load of zombies, or a trap tile might shoot a poison dart at you.
All,
https://code.google.com/p/flare-engine/wiki/PowerDefinitions
A hastily-thrown-together help page for the powers.txt file.
Tartos,
Here's the current Powers definition file
https://code.google.com/p/flare-engine/source/browse/trunk/resources/pow...
I'm using a primitive "ini" format for most of my config files. I'm open to the idea of moving to something more standard at some point.
I like the spitters too! Essentially, under the hood, they're the same as skeleton archers or goblin spearmen. It's a plain missile. But it's funny how just a few variable tweaks and new art can make something so vicious! Hint though: fire resist gear really helps. It rounds in your favor, so even 1% fire resistance will reduce fire damage by 1 point.
I think antlions or zombies that start behind cave walls is perfectly okay. Used smartly/sparingly anyway.
On those tiny dead-end rooms I might put some chests or other containers. If you can figure out how the container events work feel free to add them, otherwise I'll go ahead and add those after.
Tip: I suggest having a copy of the cave map open in Tiled and using the mouse cursor + status bar to see coordinates, to place enemies.
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