![]() The individual campaign of WorldShift has 18 missions with spectacular scenarios that you will have to conquer, and that you can use as a training ground for the moment in which you decide to start playing in the multiplayer arena where you will be able to test your skill against other players in 1vs1, 2vs2 or 3vs3. will only try to make your task difficult, but each time that you eliminate one of them, you will obtain improvements and new abilities for your army, configuring it little by little so that it adapts to your way of playing so that you gain efficiency in the battles. ![]() In the combats you will face various chiefs prepared to dominate the World, and their units: Lord Commander, Troopers, Judges, Assault Bots. RTS in which you have to try to govern the worldĪs logical, you have to lead one of the races to victory, in a game in which players will enjoy a lot more playing in multiplayer mode. The rest of Earth is populated by the Tribes, successors of early humans that were. The remnants of Human civilisation developed a new culture and now live in 5 mega-cities, struggling every day for the precious resources they need to survive. There are three races at war: Humans, Aliens and Mutants, and none of them want to leave Planet Earth in the hands of the others, so the only thing that is left is total annihilation. WorldShift is set thousands of years later, when our civilization is no more than a fading myth. Make sure you check the Mouse.Mode afterwards, especially when the active cursor is the inventory item the player just lost.From the creators of the fabulous game, Tzar, we now have WorldShift, a really innovating Real-Time Strategy (RTS) game that offers great possibilities. When the player uses or gives away the item you remove it from the character's inventory with the cChar.LoseInventory(iInvItem) function. You add a new inventory item to his inventory with the cChar.AddInventory(iInvItem) function. Within the game the player can pick up and store inventory items into his inventory by interacting with the scene or other characters. A common use is to use an additional boolean flag to indicate that an inventory item should be 'used' by itself, without needing to combine it with another inventory item. PropertiesĬonfigure any custom properties for this inventory item. In the majority of cases, where items are collected during gameplay, the default setting of no is probably the one to use. This is a boolean value which sets whether the player character starts with this inventory item in their inventory or not. This convention sure gets tricky when you give your game characters some Apple products. Usually the convention is to start inventory item names with an 'i', so a key might be named iKey. This value cannot be changed, it can be read only by the script property InventoryItem.ID. You can also set this value by clicking on the "Mouse cursor image" display. It's the distance from the top edge of the sprite, measured in pixels. Select the Y value for the hotspot of the active cursor image. It's the distance from the left edge of the sprite, measured in pixels. Select the X value for the hotspot of the active cursor image. This is typically larger than the mouse cursor image of the inventory item, depending on how the GUI that is used for the inventory window has been configured. ![]() The image displayed for the inventory item within the character's inventory. This is also the value used by the token when the mouse cursor is hovering over this item, whilst still in the inventory. Figuring out bad controls is no puzzle! Description This way the player should be able to tell exactly where they are pointing. It is generally good practice to add some kind of crosshair or a single pixel marker in an easy to spot color to the image and align the click hotspot to this. This can be done by left clicking on the mouse-cursor image itself, or by entering the appropriate into the HotspotX and HotspotY properties (see below). You can also set the active hotspot of the mouse-cursor image, which is where the click from the mouse cursor will be registered when using this image. This could be to use it on another inventory item or to use it somewhere inside your room. The image number from the Sprite Manager that is displayed as the active cursor image when selecting this inventory item from the inventory. A place to edit Items that can be added to a character's inventory by the player.
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