Oldschool ARPG Dev | Combat | #raylib #gamedev #coding #linux
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Now that I've moved past the animation dilemma, let's get back to working on combat. I am going to disable random enemy movement for now, and focus on the interaction when the hero attacks an enemy. When the hero strikes, we could use something to indicate damage was inflicted since I am no longer stacking animations...but, enemy death animations should still be straight-forward.
Lots of gamedev coding in pure C and Lua using the raylib gamedev framework. Come by and say hi!
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