-
Posts
408 -
Joined
-
Last visited
-
Days Won
33
Content Type
Profiles
Forums
Downloads
Everything posted by Aesthetic
-
As of right now, your movement speed is tied to your Speed stat and there is no way to change that, and attack speed is either tied to Speed or your weapon as a static value. If movement speed and attack speed became stats that could be modified by buffs and gear that would add another layer of depth to customization, benefitting almost all projects . Another cool idea could be adding other niche stats such as dodge chance, block chance, and critical hit.
-
While you can't completely seperate the playerbox elements from it's container, you can do what you're looking to do. First you're going to want to open PlayerBox.Json in the UI config folder, then change the texture from entitybox.png to a blank transparent image. Then you'll want to mess around with the bounds of the parent container until its in a spot where you'd like it. From there its just trial and error until your stat bars are where you want them. If you want some more in depth help i wouldnt mind hopping on screen share and walking you through the process, just DM me.
-
Right now on-hit spells are super lame, since you can't have them do anything but a bit of bonus damage due to it being classified as a buff/debuff. Changing it to a spell-type would allow users to add extra effects to their on hits
-
Open Source Announcement (Legit!)
Aesthetic replied to jcsnider's topic in Announcements & Quick Links
72 decades ive waited for this moment -
The logo is simple and sleek, well done. I like the title screen as well, the buttons give me a .HACK vibe, keep it up!
-
i need help about projectile. plz help
Aesthetic replied to papagroove's question in Questions & Answers
^ This. Also it would seem your frame setup for your animation is wrong. The entirety of one frame should be displayed if you have it done correctly, not cut off half way like you have it now. make sure that the Horizontal and Vertical frames set match the amount of rows and columns of frames in your animation file. -
What you're looking for is already there by default. You're just working with numbers too small for ranges to properly appear.
-
Not right now sadly no. Now for a workaround, the ones I use in my game are just designing the maps around the large enemies. For example if I know Boss X is friggen yuge ill just be sure to minimize any contact with fringe layers that may look bad. But thats about all you can do at the moment.
-
The mapping gives some real nice pokemon vibes I like it a lot!
-
-
Change your animation to lower layer and then change your Event's layer to "Above Player"
-
Gonna have to do it manual, the good old fashioned way haha. You're gonna have to set move routes back to their original position OR You could just have a seperate event for each NPC. A bunch near the door that only appear when you're on the quest, and a bunch sitting at the bar/tables that dont appear when you're on the quest.
-
Make it friendly and set the damage to negative. For example a -10 base damage healing spell with 100% ability power scaling would heal 10 + 100% of your ability power
-
We've fixed the infinite launcher bug some of you were having, if you were one of those dealing with the issue please uninstall and reinstall the game from our website We're also about to be launching our next dungeon, The Deepwood. Feel free to hop in and join us during our Beta!
-
Hey all, sorry I'm late, I got swamped on the day of Closed Beta release and forgot to post about it here! But the Leafling Closed Beta is live and you can grab it from our website: http://leaflingonline.com or from the link in the op. Please keep in mind that the game is in a very early state and is not representative of the final product. If you play some, we'd love to hear your input or any bugs you have found, you can join the community here: https://discord.gg/xwXqkmq
-
I'm ignoring this so hard rn
-
So, sadly, the On Hit has to be set as the "extra effect" at the bottom right, meaning you cannot have an on hit that applies a status effect. I'm almost positive this is a bug but @Kibbelz is the only one who knows
-
If you want an event to visually be a light source simply create a blank animation and set the lights how you'd like them. You can use the simulate darkness slider to see the light in action while making it. Also changing the frame count will give you multiple frames to work with allowing you to make flickering lights ect. Once you've made the animation just set your Event to the animation you made.
-
Ascension Game Dev Secret Santa
Aesthetic replied to Mighty Professional's topic in General Discussion
oo this is so cute sign me up -
Not currently, however it has been done before on similar engines in the community so I'm sure it wont be too long after source before there is a tutorial up somewhere. For now hang in there and focus on other aspects of your project.
-
Looking for Work Pixel Artist looking for paid work!
Aesthetic replied to JackSoda's topic in Recruitment
Highly recommend Jack's work. He's extremely personable, flexible, and talented. He's done more in one day so far than most artist who cost 10x as much could do in a week and at a high quality. 10/10 best boi
