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Liebestraumm

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A member registered Jul 09, 2023

Recent community posts

Thank you so much! I'll try it out. 

Hi Yal, during battle, if I have seperate animations designed for a specific monster, like idle, phys/mag/stat moves,  and hurt animations, how would I change the animation state, instead of the current hard coded animation? 

Also how do I make it so when a monster use a certain type of move it will play one of the three pre-done animations? 

Hallo Yal! Just a general question, how would I go about making special move effect logics in a relatively simple way? Such as incorporating move priority, attack heals for a percentage of the damage, or (de)buffing more than one stat at a time, etc.

Thank you for the solution! 

(1 edit)

Hi Yal, thank you so much for making this engine, making my childhood dream of making a monster collector game possible! 
Recently I discovered a bug where when interacting with anything that opens a dialogue box (npcs, signs, chests, etc), it instantly reactivates once the dialogue is complete. The only way to 'get out' of an interaction is to hold down an arrow key that turns the player away immediately after the interaction ends.
I am still a beginner at coding, so I'm sorry if this seems like a silly question. I have tried messing around with deactivation alarms and checking the interaction scripts, but nothing worked. 
One thing I did notice is that in the free demo version of the game there's no such issue. Could it be my GMS version? Currently, I am using the newest Version 2024.06.2.162