
Otherwise, just add a zero for each event. Is the chest opened by a key? Then add an Inventory condition (the attributes descriptions are your best friend right now). Mostly the issue might be with the display of the requirements and descriptions.įor the treasure chest, that depends of what you want:Įvents Manager: Trigger Mode: Control Check Stand Alone Event Set Actor to Self. The trade behavior might work, but I haven't tested it yet. I'll gonna check the issue with the Imp thursday, with any luck tomorrow night. Really excited about the smith with the Trade behavior, but i need to make some stuff for him make and stuff to make it out of before I can even try to test him. I turned off his rotation and re-tested him, but he just does the imp punch and stands there but no fireballs. I had some time to play with your new enemy models and they kick ass (The enemy behaviors in the first kit were why I started using it over the other popular platforming kits) however the imp child did the power slide laying down across the room till I got to him then he imp punched me and slid away from me, lol. Thanks for the positive responses and updates so much! I would like you to be the first to test my game I am making with your kit (with lots of credit to you and the stencyl team of course) at an indefinite point and time in the future.Ĭan you help me set up a treasure chest? I think it needs the Event Manager behavior but I am not sure what the settings would be or what other behaviors are needed to make chests drop semi-random things when interacted with. Questions or any issue, please ask them here. I'm shifting my focus now on making a short but complete game with it now. Skeleton attack from a distance, and retreat when the player is near. You have to use instance customization on the Ghost Source to select the ghost. The only way to kill him is by destroying the ghost source.

Ghost and Ghost Source: the ghost is meant to be invincible. Child Imp can use fire balls at long range, and use a melee attack with strong knockback. Bee Hive summons a party of Bees, but does nothing else. The rabbit responds to this sound, and will attack the player if it hears him. The yellow circle represents the amount of noise you're making. The new HUD element is the sound display. It's an example of the Command List behavior in action. But if you level up the player, you can perform the Beam Slash (forward, foward, A). It might not be suitable for some very specific stuff, but I'm pretty sure it can do a lot of things.įor the sample game itself, nothing much has changed. Customize as many attacks as you need, with any form of input and requirements. The big change this time is the Command List behavior. New Game (has a bug that will only be fixed in the future)

>Action>Scoring>Stealth>AI>Cutscenes>Party>Other>WIP<< (not ready/tested)
