![]() By better utilizing Ruby, Rissa's systems solves almost all these problems. I couldn't just change the attack power of green slime game-wide, because I'd have to go into every map green slime appeared, and change the brain events to the new stats for green slime. As long as I replaced Enemy 1 from map A, with Enemy 1 from map B, I wouldn't have to go in and and swap all the associated variables like Enemy 1 Hp becomes Enemy 2 Hp, and so on. If I was lazy, I would copy an enemy from an earlier map, and paste it into my new map. Click on the event, change the character graphic, reprogram its movement and speed, update the brain so it has the right hp and ap. If I wanted to change an enemy on a map, a lot of times I had to reprogram them from scratch. This meant I would often have to reprogram the "brain" event on every map, and make sure each enemy has the right HP and attack power for the enemy type. Once the all the systems were built, I could copy and paste my master map. ![]()
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