My first game ever, The Tale of Gnome came out today, and while it may not be the best game ever, please know that I have never made a game on Flow lab before this one.
Credits: @hihilogic
O.C(name is not posted here for secrecy, and he or she does not have an account, but the name will be altered when he or she makes an account) @106297 (me)
And others
I…will fix it. I have all this because I have made some mistakes, and there was a lot of weird stuff, and I still didn’t know all controls when I did this stuff, and the spikes are there because when I was making the game, the player kept falling through the ground.
Change the boss hitbox to square. Otherwise, jumping on the boss becomes very fidgety and annoying.
You don’t need these boundary blocks. Just use your regular ground blocks, as they work the same way. (Another thing, you can put the restart code in the player itself instead of something else)
When the level starts, the player is backed right up against the wall. I’d advise putting the wall further back, and then adjusting the camera limits just to the point where you can’t see that wall. (Don’t pay attention to the right number, I was just adjusting that so you could see better)
Like, 1. In my opinion, everything should have the same damage. That way the player can easily adapt and not have to memorize different damages for different enemies.
OH. @hihilogic the game version your are in currently is a alternate version. That version sucks. So if you only have the player health bar, just die in the game, and once you have the boss health bar, that is the version you want.
OK. I don’t use death animations for anything because then, even when you kill the monster, until the animation is done, you can still take damage from the monster.
Oh. That is a good idea. I just have to see if I can draw a death animation for the monsters. I am very lazy, and I’m not very good at pixel art. But i will try