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Reworkin Enemy Movement AI a bit, I might have it in a way that different enemies might actually have specific moving patterns/behaviors, like one I might be thinkin of is the enemies might run away from you if you have a high level like in Earthbound

Headache Affected, but I can confirm, the layering solution wasn't as hard to fix as I thought(Thankfully & hopefully, but it should be easier now to fix in case if something does indeed go wrong)

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@BenjiroBoi Deltarune Brainrot real (READ ARTICLE)

Even as much as I'm changin stuff up in the code to make it more optimized, I'm actually kinda having fun with looking through it and figuring out what everything does and thinking of ways to improve it

L@yering Update

I had to go through each of the sprites and I managed to find some that were causing an issue, along with rewriting the code a bit(even though the code is exactly the same but I wanted to be reassured)

Everything's workin fine so far

Even if this isn't my first time seeing this tutorial

I love griffpatch

Forgot to clarify that the world map is having this issue, the battle area is completely fine the way it is

In usual Scratch fasion, the layering managed to screw up itself, so I'm taking it from ground one again

I am NOT having another pre Bryant's Revenge Situation with this again, not with something even more simple

I'm going to

Obligatory sequence progression