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What do you think?

Omg i just played the unfinished one earlier and was like "I wish it was completed" thank you

This game was originally worked on by @Kolby125 , but it he ended up cancelling it.

Later on when Kolby released the sb3 of the game, along with some other canned projects, I decided to take a look at and and decided, "You know what? I can work on another project along with my own" so I decided to do that.

I was already interested in the game even before it got cancelled, so I decided to work on what was left of the game and try to make it into what Kolby would of expected it to be, with my own twists of course(an obvious one being Elliott) but yeah, thought it'd be a fun thing to do to keep my creative juices pumping.

#rpg #action #strategy #dinonuggies



all-ages
Mild Cartoon Violence
Mild Fantasy Violence
Mild Language
Comical Shenanigans

Lil Duck in the next patch is pretty much gonna be the same, however, there's gonna be some slight changes since I had to rework his AI, but he'll pretty much be mostly the same as before

Does anyone have any other suggestions for boss music that I can add to the game?

We've got 5-6 so far probably like 10 or somethin will be good

Adding a new alert thing to make some enemies attacks(such as Elliott's) attacks a bit more easier to dodge

Beta 1.3.2 Notes and Logs currently from other people + some stuff I'll change

Boom goes the dynamite

Already got the Idea down for the boss!

Rn I'm just changin things up for the damage brodcasts for both the enemies and the players, so that both can be damaged on the same frame rather than there being a delay

I've managed to wrangle around different enemy movement patterns, and I've also managed to create this as well, it's what the buttons were for

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

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

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