Every RPG will an enemy, and there several ways to go about implementing enemies into our RPG game, the two ways I can think of off the top of my head are:
• Enemies on the map will chase the Hero if the Hero gets too close
• Random battle encounter every so many steps the Hero takes
If we go with option 2, we simply check what type of map/level it is, set a random number, and every step the Hero takes we decrement that random number, and if that random number reaches below 0, we go to a battle scene. If we go with option 1, there would be 2 kinds of ways to have our Enemies chase our Hero. One way is, we can have the enemies chase the Hero straight on, or secondly, use a little path finding.
This is a slight continuation from the last tutorial of the RPG series, and it was requested by Chris.
In the last tutorial, we have set up our Intentory menu and allowed our Hero to use selected items and drop the items once the item’s quantity was zero. Now let me share with you how we gather/pick up the items that are laid across the level.
I will admit upfront, this way of creating item gathering is very different from what you might expect, buts its quite useful and easier to work with once you get the concept of it.
Making an inventory for our Hero is needed. Our Hero is most likely going to pick up items along his/hers journey, and those items need to stored and saved for later use. The Hero could pick up some Potion or Bread and use that to heal himself when low on HP (Hit/Health Points). Well, lets start setting up a in game menu movie clip which is of course very needed as well. The in game menu movie clip at this point will just have a button called “Inventory” which will open a list of items our Hero has been carrying around, but we can use the in game menu for other things like “Options”, “Quests”, etc. But for now, lets just do the Inventory. Before I begin, prepare yourself for a lengthy tutorial.. but I assume you knew that before beginning? Lets start…
This is the third part of the RPG Character Movement tutorial, if you are not caught up, you can check out the other two here: Part 1, Part 2
Today I would like to show how to make our hero jump onto platforms. I know from our gaming experience we usually don’t have a top down RPG hero jumping around, but in this game, we are going to have our hero jump. I will also discuss how we could have our hero swim on a later date. I think having our Hero jump around the stage can be really nice if you want to place some gold, or a hard to reach item. Speaking of which, there was a request for an item inventory which will be in the next tutorial of this RPG development series.
Before we begin making our Hero jump, we are going to have to do several updates and changes to our code and movie clips. If you follow the steps in order you should be just fine. So lets begin.
Today I would like to share a game called “Ball Dodger”. The concept of the game is very easy: dodge the oncoming balls by using your mouse. This might not sound very fun, but it is and can be very addicting. In the Ball Dodger game we are going to build, we are going to add two game elements to make it more challenging: collecting items, and faster spawning of balls to dodge. Here is what the game will look like in the end (if the timer in the top left has stop, refresh your browser):