Build Man
Member
So, next thing I want to do is melee attacks. Unfortunately, all GM Classic platformer tutorials only explained how to do shooty-bang-bangs in platformers. Even then, there's very little GMStudio platformer tutorials that actually teach you how to code melee attacks.
The melee attack works mostly the same as Castlevania one(first three iterations), except protagonist can move during it.
Also, in case you ask me how is the soundtrack comes along... No, I am not able to make music. Sorry. You may help with that one too, if you want.
The melee attack works mostly the same as Castlevania one(first three iterations), except protagonist can move during it.
Also, in case you ask me how is the soundtrack comes along... No, I am not able to make music. Sorry. You may help with that one too, if you want.
The next thing I want to know is how to setup a custom caption that shows not score, not health, not lives, but, for instance, a coins that let you earn 1up if you collect 100 of them. I already settled melee issue, so this is my next stop.
Here, along with Health Bar, Life Counter, and Score Caption, I also want to implement Gem Counter, as well as indicators in the right, of which special weapon is currently equipped and which powerup protagonist is currently holding.
Here, along with Health Bar, Life Counter, and Score Caption, I also want to implement Gem Counter, as well as indicators in the right, of which special weapon is currently equipped and which powerup protagonist is currently holding.
I have set up the custom caption for gems. However, if gems are any value other than 0, they are reset to 0 when changing or restarting the room. I need to know how to keep gems the same value as before.
Now what I want is to code protagonist's projectiles in way they will be destroyed when they fly off the view. It should be possible to code it in GML of Classic 8.
I am now doing a shot that can be charged to increase it's power. What is the best way to implement charging?
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