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Ricky

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A member registered Dec 02, 2020 · View creator page →

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The below video shows how to do grab and throw object.
Hope this help.

You probably choose the wrong game type. Make sure you select "top view action". Or you may open the beat 'em up game sample and see how they create the game.

Yes, I create all the pixel art for my game. I am a pixel art hobbyist with zero programming background. Unfortunately, I don't do art for other games.

Yes, you can. In animations > animation settings > register animation resources. You can add multiple sprites sheets.

Btw, you can use "change object" function to change you character too. Like when your character obtain an item then transform to another character.

you are welcome. Try watch the tutorial created by baz from the link below.

https://www.youtube.com/playlist?list=PLjyKjxGVrnPWfJL_rXaiQDrdhhWEVg8Pt

For standing still while being hit, in the enemy's objects page, at the being hit action box, turn on the "ignore move input during motion and ignore direction change during motion"

For knockback, it is a little complicated, and there are multiple ways to achieve it. Below is one of the solutions. 
1. Create a switch for the enemy, something like "knockback".
2. Add "lock object" to your player's attack action, turn on "lock objects touched by this object's attack detection."
3. In your player's final attack action, add "change switch/variable", select "change switch", "locked object", turn on the enemy "knockback" switch.
4. In the enemy's being hit action box, add a link to the knockback box, in the link add "switch/variable changes" select "object self", "knockback" is "on"
5. In the knockback action box, add "move towards display direction" and then set how many pixels you want the enemy to move, and select "move in reverse direction"
6. Add "release lock" for your player
7. Turn off the knockback switch at the end of your enemy's knockback

So basically your player character needs to know which enemy he is hitting, then at the end of the combo, turn on the locked enemy's knockback switch, so the enemy knows when to knockback.

You can also achieve the knockback function by using "variable" or attribute in "attack settings".

Hope this helps,

Ricky

Thank you so much for your comment. I am still developing the game slowly, please check back later for updates.

Hi Baz, thanks for your comment.

Actually your YouTube videos help me figure out things a lot.

I definitely will continue to work on the game, but it is my first time making video game. There are many trial-and-error and creating the graphic takes so much time.

Anyway, please check back later for future updates.

-Ricky

Thank you so much for the video, I very enjoyed it. It helps me polish the game, and I already noticed some spots that needed to be changed.

Thank you so much for your feedback, I am really appreciated.

The hardest part to make a beat'em up with PGMMV is picking up the enemies, carrying them in hand, then throwing them back on the floor while keep track of their HP. Second is when punching the enemies, I force them to turn and face the character in order to knock them back in the right direction. It took me quite some time to figure out how to do it. Well, I am not a programmer, so I didn't use any custom script. The whole game is made with the basic functions from the engine.

I agree that the game has areas that needed to be polished. For the jumping animation, I did it exactly the same as the sample comes with the engine. I use a empty animation for the jump motion, then generate the kick animation as a child object. For the animation setting, I leave it at "none", I will try set it to "linear" and will see if it gets better. For the boss AI, I know I need to fix it, lol.

On my to-do list, I still have to do the stage select, respawn, collect special items to unlock more playable characters, multiplayer support, story cutscene, ending, and many more.

Well, it is my first game, and I want it to look good and fun although it is quite challenging.

-Ricky

(1 edit)

Thank you so much for checking the demo. You have found a bug that I didn't realize. It seems like a controller id is assigned to the player selection cursor that disable the keyboard, lol.

I have tested it myself and hope it works for you this time.

Please download the v3 files and enjoy the demo.

Thank you for your comment. I have fixed the keyboard support, please download the v2 files and try again. I will try upload a video to the page later.

Move = up, down, left, right arrows
Punch = z
Jump = x
Charge TP = a
SP move = s
Start = enter

My email is dollarcube@gmail.com