Re: Dungeon Crawler [SAVING DONE]
Posted: Thu Apr 19, 2012 1:40 pm
Banoticus, I am wandering, when do you manage to post replies, I though you where ment to be at work?
What do you mean at work I am on an iPad.Davidobot wrote:Banoticus, I am wandering, when do you manage to post replies, I though you where ment to be at work?
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gamestate=menu
If gamestate=level then
Level_load()
End
Basically it ill work, but it 'll result in mess well then number of levels will grow...Banoticus wrote:How would I create a level system.
Could I add a gamestate variable andCode: Select all
gamestate=menu If gamestate=level then Level_load() End
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player = { --Assigns stuff to player. 1(exept for background) is true, 0 is false
grid_x = 256,
grid_y = 256,
act_x = 200,
act_y = 200,
speed = 10,
direction = 1,
health = 100,
sword = 1,
shield = 0,
level=1,
xp = 0,
death = false,
rank = 0
}
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if player.health==0 then
player.death = true
end
One idea, remove dying for now!Banoticus wrote:I am using love v. 0.8.0
and there is a huge problem.later o in the code...Code: Select all
player = { --Assigns stuff to player. 1(exept for background) is true, 0 is false grid_x = 256, grid_y = 256, act_x = 200, act_y = 200, speed = 10, direction = 1, health = 100, sword = 1, shield = 0, level=1, xp = 0, death = false, rank = 0 }
when i run the game in love 0.8.0 it tells me player is a nil valueCode: Select all
if player.health==0 then player.death = true end
Once I've solved this problem i can finish v.0.0009
HELP
It is finally released with it after a month and six days!!!!MiniDemonic wrote:So far so good, waiting for the battle system
Thank you. I need feedback about the battle system: bugs, comments.Ellohir wrote:Looks solid, congratulations