Hey and good to have you back! In part 2 of the inventory ui tutorial, I’m going to be explaining cursor movement, equipping armor and weapons and also consumption of potions. As usual, the demo can be played here and the full source code including the assets can be gotten here. So without further ado, let’s continue the tutorial! Read MoreShare
Hello and welcome back once again as we delve deeper into the inner machinations of the FlashPunk JRPG Engine! Today’s topic is as annouced the implementation of the player’s inventory screen, which was a pain in the ass to code to be honest. I’ll explain in detail how the inventory screen works, how equipment modifies the player’s stats and also an explanation on how the first basic types of effect of consumables were coded. Blah blah blah full source code as blah is available blah here, and blah blah also play the latest build here. Read MoreShare
So, last time I showed you how I’ve added character stats to the game while also displaying them in a separate character stats screen. In this tutorial, I’m going to explain how I’ve implemented game items, such as swords or health potions. Since I haven’t yet implemented actual combat nor have exactly decided on the finer details of combat mechanics, we won’t see the real effect these weapons and armors have there. Right now, all I’m going to talk about is how I added items in the first place, and also the datastructures used to represent inventories, and also talk about item containers (treasure chests).Share
Hello people! Just got back from the countryside, and wow just one week gone and the online space seems to have moved on so much, I don’t have the time to read all my RSS subscriptions, lol.
As I was away from my computer and enjoying a refreshingly intact ecosystem (my homeland of west Mongolia is beautiful) I was pondering on where to go with my JRPG Engine, or better, how to make use of it. I’m not very thrilled with making a traditional game adhering to genre standards, so I’ll share with you some of my thoughts on RPG design in general. It’s all loosely related to my previous post on non-linearity. As I see it when playing the common RPGs out there today (Mass Effect 2, Dragon Age, Fallout 3), I find the main philosophies of RPG design are: Bethesdas open-world games, the Bioware RPGs and JRPGs.
What’s up? The Pathfinding tutorial is! After a bunch of stuff keeping me from finishing it, I’ve finally made it. As announced in the previous post, the code is onGitHub from now on. You can get the entire source code in a nice zip or tar archive over here. I’ve tried to make the code as easy to understand as possible, because I simply don’t have the time nor nerve to explain every single line there is. Instead, I’ll focus on explaining the logic of the code as easily to understand as possible, and only refer to actual code when it’s really important. You are really going to need to get the code, Alt+Tab between this tutorial and the code I’m referring to pretty much all the time. The screenshots of code I’m showing here are only telling you part of the story. Apart from the pathfinding code, there are several other bigger changes made to the code ever since tutorial number 4. Major additions are:
- NPCs and their pathfinding code
- A clock that continuously ticks and a display for the time
- A text area that displays the current location of the player
- Map data, player data and NPC data is loaded from xml in contrast to hardcoded data
Greetings to No.4 of my FlashPunk tutorial series! As announced in the previous ones, I’m going to show you this time how to have your avatar moving from one map to another, and also how to finally enter that house we placed in tutorial 2. your avatar current is. The complete code for the previous tutorial is here, and the one for this tutorial is available here. Read More
Hello and welcome to the second iteration of my FlashPunk Tutorial! If you haven’t read the previous tutorial, I suggest you do so, because this code is going to build up on it. You can just download the FlashDevelop project with the entire code here. This time I’ll show how to load OGMO oel files into your code and create Tilemaps out of them.
I myself haven’t finished my engine yet, so please be patient for follow up tutorials. I don’t claim that this is the “right” way of implementing a JRPG engine, it’s just the way I came up with. Also, I recommend that you follow the series in order, because the posts build up on each other. Read More