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(+1)

Strain = lose extra MP when doing a move. (I got the idea from Shin Megami Tensei). It's basically the "Spite" move from Pokémon, but as an ailment.

(1 edit) (+1)

Like "Resentment" i think?

You think icon ZZZ is good for this?


or better this?

There will be a game when we finish ;)

https://husaria-games.itch.io/pixel-monsters

(+1)

Second icon is more readable IMO, but it's your game :P

(7 edits)

Yal... I have problem with add more monsters. I added 32 but in Monsterpedia (new name of my ...pedia) I have only 19 when I take this monster #macro monster_ORANGE_FOX 18 from start. When I take this monster for start #macro monster_FROG 22 i have 23. And when take this #macro monster_RABBIT 31 i have all 32. This 3 monsters these are the ones I choose at the beginning (NEW GAME). 

Only shows me in MONSTERPEDIA these monsters before the one on the list + his.

EXAMPLE:

When I take #macro monster_HORSE 3 (number 3) I have in MONSTERPEDIA only 4 monsters: 

#macro monster_HYENA 0

#macro monster_TIGER 1

#macro monster_GOAT 2

#macro monster_HORSE 3

Where is problem? :(


I make something like this:

On start Im take #macro monster_HYENA 0 (I have only HYENA in MOSTERPEDIA). I go fight. First monster with whom I fought it is #macro monster_BADGER 7. When I finish I have in MONSTERPEDIA 8 monsters (6 with "???" and HYENA and BADGER. Off course this "???" are a previous numbers of monsters before BADGER. And I go fight with another #macro monster_ELEPHANT 9. Now I have 10 monsters in MONSTERPEDIA. 7 with "???" (unknown) and 3 met by me. 

These "???" these are the ones in front of the elephant. It should not immediately display a list of all that are added as unknown, ie with the characters "???"?Because he only adds when I get to know (the one I meet) and everything in front of him then (MACRO is about numbering), of course, those before the known (apart from those known) are marked with "???" that is, marked as unknown. 

But it doesn't make sense. I think this is some kind of error or I am doing something wrong.

I changed your names to my monsters names. I checked everything 5 times. I missed nothing. 

Nothing else I touched except the graphics.


And I check your demo. You have this same bug in it.



-------------------------------------------------------------

//Starters

#macro monster_HYENA 0

#macro monster_TIGER 1

#macro monster_GOAT 2

#macro monster_HORSE 3

#macro monster_SNAKE 4

#macro monster_COW 5

#macro monster_LION 6

#macro monster_BADGER 7

#macro monster_DONKEY 8

#macro monster_ELEPHANT 9

#macro monster_HIPPO 10

#macro monster_RHINO 11

#macro monster_DOG 12

#macro monster_CAMEL 13

#macro monster_POLAR_BEAR 14

#macro monster_CAT 15

#macro monster_OSTRICH 16

#macro monster_MOOSE 17

#macro monster_ORANGE_FOX 18

#macro monster_PIG 19

#macro monster_SHEEP 20

#macro monster_KANGAROO 21

#macro monster_FROG 22

#macro monster_GIANT_SNAIL 23

#macro monster_HEDGEHOG 24

#macro monster_PANDA 25

#macro monster_PLATYPUS 26

#macro monster_POLAR_FOX 27

#macro monster_SKUNK 28

#macro monster_SQUIRREL 29

#macro monster_TORTOISE 30

#macro monster_RABBIT 31

//Gotta enslave them all!

#macro MONSTER_MAX 300

#endregion


--------------------------------------------------------------

///cc_intro_startermonsterselect()

function cc_intro_startermonsterselect() {

var mon, mons, xx, ww;

mons = 3

mon[0] = monster_FROG

mon[1] = monster_ORANGE_FOX

mon[2] = monster_HORSE

ww = 1/mons

with(instance_create_depth(x,y,depth-1,obj_gguimenu)){

ggui_frame(VIEW_W*0.1,VIEW_W*0.35,VIEW_W*0.8,VIEW_H*0.25,NONE)//Yeah, we can do invisible frames!

ggui_menu_preallocate(mons,1)

ggui_element_text_settings(font_mainmsg,c_black,1,0)

for(var c = 0; c < mons; c++){

my_monster[c] = mon[c]

xx = (c + 0.5)*ww

ggui_element_sprite(xx,1.00,global.monster_data[mon[c],mond_SPRITE_BATTLE],0)

ggui_element_text(  xx,1.05,global.monster_data[mon[c],mond_NAME])

ggui_menu_region(c,0,mev_intro_starterselect,xx - 0.5*ww,1 - ggui_frame_get_coord_y(128),xx + 0.5*ww,1)

}

menu_can_destroy = false

}

}

(1 edit) (+1)

Only monsters you have seen get added to the list, it ends with the last monster you have registered:

If you want the entire list to be visible immediately, you could remove this loop and set maxmon to the value MONSTER_MAX-1 instead.

(4 edits)

I have a question about tileset. If I enlarge it to length, do I have to change something in the code or will it automatically recognize solid and walkable on new tiles?


Like this (now see all 32 + max which was set default - 300 yes?:

//Find max monster

var maxmon = 0, c;

for(c = MONSTER_MAX-1; c >= 0; c--){

if(global.monsters_seen[c]){

maxmon = MONSTER_MAX-1 //c

break

}

}

THX ;)

(+3)

There are some macros in init_constants regarding tiles. Update TILES_PER_ROW, TILES_WALKABLE_COLUMNS and TILES_SOLID_COLUMNS to match the tileset and everything should work.

Keep in mind, changing the width of a tileset will change tile IDs in Game Maker (since it's linear) so any rooms using that tileset will be corrupted. After you use a tileset once, you should only change the height if possible.

(1 edit)

THX :)
And where you defined animation from tileset (example water)?

In the regular Game Maker tileset editor: