Home Artists Posts Import Register

Content

Sorry everyone! This was meant to go up for you all yesterday, but here it is now. Episode 28 is also up and I'll be posting a link to that immediately after this.


Files

GameMaker Studio 2: Action RPG Tutorial (Episode 27: Enemy Damage)

★ Source Code ▶ https://shaunjs.itch.io/shauns-action-rpg-tutorial ★ Playlist ▶ https://www.youtube.com/playlist?list=PLPRT_JORnIuosvhfax2TQTEmN7OYTcSvK ★ Support my work ▶ https://www.patreon.com/shaunjs ★ Assets & Sprites ▶ http://shaunspalding.co.uk/ARPG_Assets.zip ★ Resolution & Aspect ratio guide by Pixelated Pope ▶ https://www.youtube.com/watch?v=jCl6zT0eQLU Learn to build a zelda like action RPG in GameMaker Studio 2, starting from nothing at all. Now firmly in the enemies "Chapter" of the series we continue progressively adding new features to our slime friend. Today we make the slime able to take damage from our attacks. These tutorials are supported almost wholly by wonderful people via Patreon, click the link above to join them and access these episodes as early as possible, get instant access to source code for all videos and more. 0:00 - Version 2.3 Pre-amble 1:00 - Tutorial

Comments

Anonymous

When you did the "HurtEnemy" script in the "CalcAttack" function, why did you set the damage (5) and knockback (10) there? Could you do them as variables, and if so, where? In the oPlayer create event? If so, how would you call them?

shaunjs

It was just simpler and faster for the sake of the video (we only have one attack that can deal damage) but you absolutely could do it that way. You would call them simply by writing the variable you wanted to use in place of the number.