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Screen 3: Well I am sure you get the idea, while it is pretty hard to get used to designing things like this, once you learn the basic techniques you can make a pretty convincing monster that isn't reall anything more than switches and damaging tiles (or even hidden enemies underneath the bosses tiles)Īlso they just implented coding to the engine, you can write things called ZScripts which allow you to make bosses such as this more of a reality then was previously possible. When you shoot him once or twice you'll go to the next screen: Screen 2: The Kraken starts spinning in place, if you try to hit him, you'll take damage and get knocked back, so you'll have to use a bow. Screen 1: Kraken appears, maybe throws some magical attack, if you hit him him with your sword, you warp to the next screen.

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Here is a basic example of how the Kraken could be made functional. Currenlty, Zelda Classic only supports enemies that are 16 x 16 pixels (this is going to be changed wit the next stable release which is supposed to be before the end of the year), and to my knowledge will never support enemies which are more than 32x32 pixels (except for certain predesigned bosses) therefore any thing like the Kraken and the Jackal will be simulated through use of damaging tiles, warping to different (yet identical screens) and so on.










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