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No random monsters - Respawning? (Please lock)

Bit unclear on the tile, but oh well.

I have no ''Random'' monsters in my game, but they are on the field. (So when touched, it will activate a battle with the enemy.)

The problem is, how can I let them respawn? (An infinite number of times.) (For example, Monster dead -> Monster turns invisible and cannot be touched by player (So no fights with ''Invisible'' monsters...) -> After 30 seconds monster respawns.)

Already tried making the monster have no graphics, and turns away, but still, even if I touch it it still activates a battle...

Either that, or that the monster dies and disappears but respawns if you enter the map again.
 
If you dont want anything to happen when the monsters are dead, make a new event page for the it, without a graphic, and set the event trigger (idk what it's called anymore), on 'through'. Then, on that page, have a 30 second wait command, and then let it return to page 1.
 
That ''can'' work, but it would require a seperate switch for each and every monster. (Due to that there is no self switch action in the Move route option.)

Also, if I do it the self switch way (AKA, monster dead -> Self switch A on -> 2nd page -> Move route monster wait 60 Frames -> Wait for move's completion -> Total failure.
Because that would make the player do nothing until it respawns.
 
I've tried doing that, and whilst it works, it also gives me a ugly timer on the upper right corner. =/

And there's also a problem with that, since it is the same timer, what if you defeat 2 enemies within 30 sec? that's right, the timer restarts. =/
 
Now it ''works''.
That is, not really...

Page 1:
>Battle processing: Blablamonster
>If win
>Activate self switch A.

Page 2: (Yes, it is on Parralel process...)
>Control timer -> 10 seconds
>Conditional Branch: Timer 0 min, 0 sec or less.
Control timer -> stop
Show animation -> this event
Control self switch A off (Which should take it back to the first page.)

The problem with this is; it gets stuck at 9 seconds, dunno why...
 
You can easily solve this with selfswitches. I'm not to good at explaining these things but here goes:
page1: enemy is moving, if player touches a battle starts. If win: selfswitch A is on.
page2: selfswitch A has to be on, no graphic. Set Wait for as long as you feel it's needed before respawn. Then put selfswitch B on.
page3: Selfswitch B has to be on: enemy graphic on, if player touches a battle starts, If win: selfswitch B is off and selfswitch A is on.

It works, but maybe my explanation is a little confusing.
 
But if you use wait, the player can't do anything.. -.-;;

That's the biggest problem I'm having right now, I want the monster to respawn, but in the time it takes to let the monster respawn, the player can do whatever he/she wants.
 
Youre battle processing when touching an "enemy" event, is that right? But then you can just put a "Erase Event" command after Battle Processing. When returning to the map again, it will "respawn" because you have only erased it since the last time you were in the map, not switched it OFF with any switch. This will work! try it out :)
 

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