Controls: Use arrow keys and space, or the mouse to navigate. This is mobile friendly so you can try it out on mobile if you like. Strategy: On player turns, a menu will appear that will let you do something. It will show the HP bar of a player when it's their turn, the top bar shows your Health Points (HP) and the bottom bar shows your Special Points (SP). Choosing "Action" from the menu bar lets you perform one of three Actions, which may be an attack to one or more enemies, or a healing move to another teammate. After you have chosen an action you will either need to target a player or an enemy. Some actions may require a procedure to charge like repeatedly pressing the spacebar/mouse or timing pressing the Z, X and C buttons. Choosing "Super" will let you use your Super Move if you have a full SP meter, which does a lot more damage than a normal attack. Before you use the super once it is selected, you must also target an enemy (or player). Supers may also require a charging procedure. Choosing "Defend" will let you automatically block oncoming enemy attacks and make you only take 35% damage from them. During any player attack, pressing space or clicking right before you deal damage will cause a critical hit and boost that hit's damage output by 150%. On enemy turns, players must dodge incoming enemy attacks by pressing space or clicking right before the attack hits. If done correctly you will only take 50% damage. If you press space within 2 frames of the attack however, you will perfect block and receive no damage. Knock out all the enemies to win, and don't let all of your party members get knocked out at once!
Disclaimer: This project is NOT A FULL GAME. The purpose of this project is to showcase the ENGINE that this game runs on, and isn't supposed to be a full game with multiple levels, bosses or characters. All the content (characters, enemies, stages) shown in this project are placeholder, and only exist as an example of what the engine can do. --------------------------------------------------------------------- You can use this engine in your projects if you like, as long as you credit me () and link to this project: --------------------------------------------------------------------- If you like RPG type games you should check out 's demo for his upcoming RPG game, Minate's Cringequest. -------------------------------------------------------------------- Started work on this 24/03/19, coded from the ground up. It's a basic (but surprisingly complex code wise) RPG battle engine that will be used for the Magic Bagel Frisbee 2. (Or not.) How to create your own characters in this engine: There's a lot of complicated things in this engine (most of which you can freely ignore) but if you want to make your own character, there is a few steps. Firstly, duplicate the "Player A" sprite, and change the sprite's name to whatever you want it to be. Then change the variable block to have that name, and rename all the broadcasts in the sprite that contain "Player A" with your own sprite name. As for making it your own character, you should probably delete all of Player A's actions, supers, animations (in the play animation custom block) and costumes. Then you can make all your character's sprites, set them up in the play animation block (required ones are "Idle", "Block" and "Dead") and use the "set animation [ ]" custom block to set your player's animation. A lot of custom blocks will make creating custom attacks easier like the glide to target, glide to neutral position blocks and the change target health blocks as well as broadcast and wait blocks like target enemies and target players. It's really up to you, just refer to the existing characters scripting for reference on how the system works. --------------------------------------------------------------------- Change-log: Update 23/06/2019: A lot of bugfixes. Fixed bug where knocking out the bottom enemy soft-locks the game. Also fixed bugs related to the crosshair, like being able to target an enemy/player before it spawned resulting in it staying on screen, or it not setting its position correctly if you used touchscreen to target. Also adjusted Player 2's "Bash" move to be easier to use but deal less damage. Update 22/06/2019: A lot of new content and bugfixes. Added status effects, here's a list of them all: Poisoned: -2 HP per second Burned: -4 HP per second Decaying: -6 HP per second Drained: -2 SP per second Weakness: 50% attack damage, can't critical hit Stunned: Unable to do anything Strength: 150% attack damage, easier critical hits Resistance: Take 75% damage, easier blocking Reflect: Reflects blocked damage to hit enemies Boost: SP fills up twice as fast (by blocking/defending) Added stunned, hit, and getting up animations for players and enemies to make fights feel more dynamic, as well as adding functionality to make enemies get knocked back in any direction when hitting them. Improved the charge meter for mobile devices by making the buttons larger, and added a button hold meter as a new way to charge attacks. Update 10/06/2019: Removed the screen dim effect to make the game less hard on the eyes, added support for targeting KO'd players and enemies, fixed the bug where the game freaks out if you try to use heal when there's no team members left. Update 31/03/2019: Adjusted the brightness of the UI and made non selected options darker as well as hidden the Super button when the super is not available. Also blocking animations don't get stuck on the first frame anymore (hopefully). Made max HP and SP variables configurable in the player/enemy's sprite as opposed to the stage. Update 30/03/2019: Fixed the way critical/block hitsparks work. They used to sometimes not appear, but it should work now. Also fixed winning and losing to not falsely trigger. Also fixed hitsparks not appearing when you defeat an enemy/player. --------------------------------------------------------------------- Tags (apparently hashtags replace project tags now):