One other thing is to check default values for all of these variables (maybe all your initializations in your constructor). Anything not explicitly set will be a garbage value. Moving unitStatus might be changing your memory in a deterministic (for now) way and causing this weirdness.
Similarly, double-check that you're not stepping out of your array bounds.
vlab22: agreed! I can sometimes tell when someone is new to OpenGameArt because my inbox gets a wave of "Someone added your art to their Favorites!" notifications :)
"To me melee seems greatly underpowered compared to ranged. There's little reward for getting close enough for them to hit you. I tried focusing on Physical except one rank of Offense, and the slingshot was still the most effective way to fight."
I agree. I think this is still a terrible balance issue: the slingshot is essentially better than anything a melee warrior has.
What are some ways to fix this balance?
Reduced ranged weapon damage
Add required ammo to all bows
Make ranged weapons slower (longer cooldowns on ranged powers)
Make swords more powerful
Make physical powers more visceral and engaging
Give melee weapons better attributes e.g. Bleed, Stun, Life Drain
I want to float the idea, though it might be too gimmicky: all magic (green or blue) melee weapons have an additional bonus. All swords have Life Drain, all axes have Bleed, all hammers have Stun.
Thanks for this update! These tweaks are well beyond my current expertise -- as you can probably tell, I made the original versions work just well enough to get 2D sprites.
Fun style!
Excellent! Looks like all that time I spend chasing my own bugs is paying off.
One other thing is to check default values for all of these variables (maybe all your initializations in your constructor). Anything not explicitly set will be a garbage value. Moving unitStatus might be changing your memory in a deterministic (for now) way and causing this weirdness.
Similarly, double-check that you're not stepping out of your array bounds.
The only difference I see between the two is where unitStatus is declared...?
The only thing that comes to mind: this line
int x, y;
Maybe break that into two lines. It shouldn't matter in c++ but I guess that could be compiler-dependent:
int x;
int y;
We'll have to see specific code. Can you post examples to pastebin?
vlab22: agreed! I can sometimes tell when someone is new to OpenGameArt because my inbox gets a wave of "Someone added your art to their Favorites!" notifications :)
Looking good! <3 action rpgs
"To me melee seems greatly underpowered compared to ranged. There's little reward for getting close enough for them to hit you. I tried focusing on Physical except one rank of Offense, and the slingshot was still the most effective way to fight."
I agree. I think this is still a terrible balance issue: the slingshot is essentially better than anything a melee warrior has.
What are some ways to fix this balance?
I want to float the idea, though it might be too gimmicky: all magic (green or blue) melee weapons have an additional bonus. All swords have Life Drain, all axes have Bleed, all hammers have Stun.
Thanks for this update! These tweaks are well beyond my current expertise -- as you can probably tell, I made the original versions work just well enough to get 2D sprites.
johndh regarding that, I was considering having special weapons for those opposing builds (battle mage, heavy archer).
e.g. a Spellsword that could work with both melee and magic powers.
e.g. a Shieldbow that could work with both ranged and blocking powers
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