Crystal storm (no longer taking requests)

Yup

Hey mhx, what do you think about my partner rig?

Hey this is what I’ve worked on so far
http://flowlab.io/game/play/489993

Thats also how you make the upper half in your 8 directional thing

I’ll check it out when I can get on a computer. If you’re looking for powers, how about she opens her robe, and thousands of pink crystal shards fly out of the darkness, and tear up the enemy. That can be Crystal Storm, her most powerful attack. She could also turn herself into pure pink crystal, to shield herself for one turn. Another could be, crystals burst out from underneath the enemy, and stab them, then go back into the ground. She could also shoot a burst of shards that have a small chance of exploding into dust, and putting the enemy to sleep, or making them dizzy.

That actually what her last resort would’ve been

And the games not turn based, unless you can think of a way to do it

DUDE!! I just made the first ever working partner rig, sam fallows you, always stays behind your character (x axis wise) and best yet, actually looks fluid. As if he were another player

Also i made an infinite scrolling rig so dungeons can be as big as id like

A turn based RPG system like Pokemon is a bit harder to make, than a free attack battle system like Final Fantasy. When you select an attack, have it send a message to the enemy, and have a 1 second timer, then make a new random number, to filter between different numbers for different attacks. When they attack, have it send a message back to you, to have the battle menu pop up again. The battle menu can be on the GUI screen, and have different buttons switch between 0-100 alpha, and enable/disable. When you click on attack, the button disappears, and the attack buttons appear. When you click the attack button, it immediately disables, and sends the message to the enemy, so they can randomly choose an attack.

As for a follow teammate, I’ve done mine like this. I make them control exactly the same as the player, left, right, jump, crouch, but with a half second delay, so they always do everything you do, but just after you, so they don’t jump a gap too early and fall.

Something you may want to do, is if they do miss a fall, they teleport to you, when they fall behind a certain distance, like how you did your shoot and aim game, so they don’t get left behind.

Oh cool. Mine basically just goes by a position but i made it to where he doesn’t push the character around via expression… That and he’s not solid so he doesn’t mess with anything

But i may do that on the platformer mode

Oh nevermind it seems easy… Ill do some turn based bosses and some legend of zelda style bosses

Okay, cool. Let me know how that works out, or if you need any more advice. Also, for the beginning of the game, the character should spawn in a black void, where there is only a white spotlight under their feet. They keep going, and you only hear their footsteps echoing, as they walk to the right in the darkness, as she hears voices in the distance. The voices say “Something strong just appeared around here. I can feel it. I never go to the void unless there is something there that doesn’t belong. Hurry up, it’s this way.” “Yeah, maybe it’s that dick with the snuggie from earlier.” (Sam)
After a bit, you encounter Mhx Air and Crystal Aero, and they shout “YOU!!” and attack, mistaking you for Sam, because of how dark it is, and a battle begins, where they attack first.

okay… that acually sounds pretty good

I changed some of the things slightly due to lack of computer. So…

However i am working on the boss fight

Should i make a dodging mechanic?

Okay, that’s a good idea. Let’s say if the enemy is going to stab you, when the proximity is close enough, you have a 1 second timer to push left, before it turns off an on/off switch, and you can’t dodge after or before that timer. The proximity to the enemy turns it on. You could make a 4 character battle system, where each player is a different arrow key, so since you don’t know which one the enemy will attack, you have to choose an arrow to have that character dodge. There could also be a sweep attack, where the boss attacks from the bottom player to the top player, or the other way around, and you have to hit each arrow at the right time to dodge the attack per character.

its going to be a 2 v. 1 system, you and a chosen partner in your party…