Also, I may be lacking in posts for a while. With all the smash hype for Bayonetta and Corrin I may be too distracted to work on this. I will do my best though
Well in a way I already have a skeletal archer planned. I don't want to spoil anything, but I will say that in this game skeletons won't just be the stereotype goto enemy
The element system is the closest thing to customization. If I were to add full customization I would have to change the basic mechanics. I'm all for customization, but it will have to wait until my next project
Um, Lily is a girl, and changing that would mess with the dynamic of the second boss. I appreciate your input, I really do, but I have been planning this game since about May. My next project is a graphics test. Of which I have put no thought into anything except that it is about robots with interchangable weapons and armor. I will gladly accept suggestions for that.
Thanks Phoenix! I'm sorry about the lack of posts, but I'm tyring to coordinate with somebody now. I'm trying to give them something to work from. My next post will show off their hard work
I have a setup where I set an AI number using spvar when I load a room. Then using for I=_ to _, I check the AI number and turn it into a string. Ex:
SPVAR I,0 OUT AI
R$="@AI"+STR$(AI)
GOSUB R$
From there I just tell it how slimes act
Is that a common problem? I don't use the built in function to avoid wasting space in the sprite sheet. I haven't since Petit Computer. I just have two variables, one for a timer, one for the frame and sometimes a string like "0121". When the timer reaches a certain point, it resets and adds to the frame. If the animation needs more then 2 frames, I use the frame variable with mid$()