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Deleted 253 days ago

Are the object(s) in the room. That's often a reason why you only see a black screen,

Deleted 253 days ago
Deleted 253 days ago
(3 edits)

As in a specific monster spawns?

In the step event of obj_battle, look for the line shown in the screenshot and change irandom(totalMonsters) to e_mon.slime, if you want a slime to spawn, for example.

Deleted 253 days ago

The easiest is probably using a single global variable that you decide how it's set.

Eg you could draw invisible rectangles in the room, and give them a number that correlates to the monster enumerator eg:
monster = e_mon.slime;

Then in the collision event, with the player, you set the global variable to the monster variable
eg

global.monster = monster

Hi there, I just purchased this project and I tried getting it to run but it gives me an error message. Do you know what is wrong? 
"___________________________________________

############################################################################################

ERROR in

action number 1

of Create Event

for object obj_main:

Variable obj_main.ag_music(100079, -2147483648) not set before reading it.

 at gml_Object_obj_main_Create_0 (line 399) - audio_group_load(ag_music);

############################################################################################

gml_Object_obj_main_Create_0 (line 399)
"

Did you import it into a project or just try to run it in it's own project?

I imported it into a blank game and tried to run it by itself. 

Ok Im sorry to hear that. I will check it out myself and get back to you/update the project if it's broken.

(1 edit)

Thank you. 

I only used the multiple monster file if that matters or clarifies anything.  

(1 edit)

The issue was a missing audiogroup. It doesn't actually have any audio files in it, so it's useless atm but I re-added the audiogroup back in.
I uploaded the file as v2.

Awesome project! Im curious if theres an easy way to spawn specific monsters, as an example, bosses that wouldnt be a randomized battle, it would always be that exact enemy.

(2 edits)

i found the part of obj_battle where its choosing the enemies based on the obj_monster index variable, is there a better way than just changing that variable during a battle start? How would you handle it?

Just some way to recognise that a boss battle is happening. At the moment I tend to have arrays that I pull from to determine who the enemy is. You could have a variable that is normally set to -1 (ie random battles) and you set that variable to a particular number when you want to fight a particular monster.

This means you just need to keep resetting that variable to -1 at the end of a battle.
How/when you set that variable to something other than -1 depends on how you have your game setup atm.

Is this compatible with Game Maker 8?

I don’t plan to get GM Studio Since I don’t like having to pay for subscriptions, so I’m sticking with GM8.

it wont be compatible no

Hi! I saw the windows logo. Does it work on Mac's version of GMS2 ?

I'm not able to test it as I don't have a Mac. I would assume so because it's a gamemaker project (and I'm also assuming that Mac Gamemaker use the same file formats).
If you buy it and have problems, let me know though! I'm sure you can refund via Itch also.

ahaha thx for your reply. I just bought your whole 2D RPG kit and plan to study the codes along with your tutorial videos. Thanks for your contributio! It is a wonderful work!

Thats great to hear!

Bought this a while ago, quick question:
Is this easy to combine with Shop and Inventory System for GameMaker Studio: 2?

Hi schnickfitzel. As far as I can remember they should work together. I'll look into that now actually and get back to you. I think the only potential issue could be the naming of global arrays.

I added a few checks inside the Shop/Inventory code and re-uploaded it to stop the player being able to open the inventory from inside obj_player. The inventory system is also a 2D array that can stack items, while the Battle System does not have stacking. Checking for player input also needs to be synchronised (like HELD_LEFT / HELD_RIGHT is not present in the battle system - it's only keyboard checks).

It's definitely doable but it also depends on your coding ability and ability to understand my code, which can be hard if my style is very different from yours.

These problems arose because the files are from two different tutorial videos I did and I was definitely not thinking about integrating the two when I designed them.

It makes sense for me to go back and change some things in both of them so that they are easily mixed together so I think I'll be doing that. It feels wrong to change the classic battle system to stacked items but I think it's for the best!

Thank you very much for your feedback.

I'm glad you're updating the assets, bought it right away ;)

Keep up the good work!

Excellent asset! I needed something like this. Thanks!

You're very welcome!