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That's a good idea, how do you plan to demonstrate it?

For example, I could set up an animation from your database to play during the break, to represent that the armor has been broken. Another option is a custom shake on the enemy sprite. What do you think?

I want to add multiple layers to the enemy sprite, and destroy the corresponding layer when its armor is destroyed.

Bro, you're ambitious, but I like that, lol.

Let's try to find an implementation that's both comprehensive and flexible.

Adding multiple layers makes me think you'd need a layer for each designated body part in the editor.

Positioning the layer on top of each part in the editor for each enemy, and removing it with a collapse effect when that part breaks, something like that?

I'm thinking about some more flexible possibilities: for example, instead of just destroying it, the image on this layer could be replaced with another image. Some people might intend to use it to represent different degrees of damage to armor, while others might use it to create different facial expressions for enemy characters.

I really liked your suggestion; it's not something so easy to implement and it profoundly changes the way the plugin works, because the plugin is divided into two instances, the editing tool and the plugin itself, which also means double the work.

But I will look for a way to implement something along the lines of what we discussed. Perhaps it won't completely replace an overlay image, or it won't maintain an independent layer system, but I will design something that works in that direction.

Thank you again for the suggestions for improvement. I will continue to polish this tool to make it more efficient and complete.

Thank you for being part of this process and for all your support.

I'll let you know soon.