Thanks for the comment. I’ve uploaded a new version with the latest engine changes, which fix all the errors.
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Not yet: the countdown timer (Rules → HUD → "On-screen clock" → Countdown) can only be set at the start for now. But it's a great idea and fits right in. I'm planning to add a "seconds on pickup" value to collectibles, so a clock item can add time, including when it drops from an enemy or a block. It'll come in the same update as the random loot tables. Thanks for the suggestions!
Thank you so much, glad you're enjoying it!
Right now it's partly there:
- Enemies: each enemy can drop one item when it dies (the loot field in World → Entities), with a drop chance from 1 to 100%.
- Breakable blocks: each block tile can drop one item when broken ("Drops when broken" on the tile in Art → Tiles).
Picking a random item from a group isn't built in yet. Two workarounds that get close:
- Make a few copies of the same enemy (same sprite and AI), each with a different drop and chance, and mix them on the map.
- Use two or three block tiles that look the same but drop different items, and spread them around the level.
Both are explained in the free manual: "Enemies: health, damage, shooting and loot" in the Entities chapter, and "Tiles with special roles" in the Art chapter.
A proper random loot table is a great idea. I've added it to our list. Thanks for the suggestion!
Take care!
Hola, en Reglas del juego activa "Pasar de nivel al borde derecho (sin gastar entidad)". En un juego de varios niveles horizontales, llegar al borde derecho pasa solo al siguiente nivel — sin colocar una zona warp y sin gastar uno de los 24 slots de entidades.
A ver si eso con eso sirve a tu juego. Saludos!
Hello. Other people have already reported the issue you're describing, and I'm actually releasing version 4.1 today to fix it. The stomp now has a damage setting so it respects each enemy's HP (tough enemies take several jumps), you can mark which enemies can or can't be stomped (spiky ones hurt you), and you can let the boss take stomps too — exactly the "really fight by jumping" you're after.
As for custom screens, that's a feature I've reserved for the paid offline version, which is what helps me keep improving the project. Thanks a lot for the feedback. 🎮
Version 4.0 comes out this Wednesday; it fixes these errors and many more, in addition to adding improvements and offering an offline version. tx! https://foko-games.itch.io/nes-game-studio/devlog/1643558/nes-game-studio-40-adv...





















