Codecombat Cheats
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The game I'm currently developing is a little turn-based RPG with one twist: you fight by entering cheat codes. Your turn consists of pressing one of the arrow keys, which will make said direction appear in one of your multiple sockets. You then use a turn to press enter to execute your attack.On top of every key press contributing properties to the attack (e.g every down arrow increases raw damage), certain combinations of arrows give additional effects such as healing effects and stun attacks. The caviat is that none of these codes are directly told to you. You must figure them out through both experimentation and watching enemies, as any code they utilise can in turn be utilised by you.My question is this: should I add an index to record any codes the player has inputted so they are there permanently, or should I further evoke the ages of contra and street fighter where you scribbled all your button combos down on a scrap of paper?. You must figure them out through both experimentation and watching enemiesYou are making the same mistake as many crafting games do. Hiding the recipies leads to either frustration, random trial-and-error, desperately extracting information from other players, or looking things up from a wiki or mobile app.Either you should have an underlying logic (so figuring out the codes yourself is actually cognitively challenging, and not brute force random sampling and memorization), or you should have a built-in convenient to use list of all the options (then it just becomes easy memorization, which is ok, if using the combos is where the challenge is).
Maybe players need to unlock the options or using them has a cost (if you dont want players to have immediate access to everything).Observing other players should be about learning higher level tactics and strategies - not about directly copying whatever actions they do (which is not challenging at all). Either you should have an underlying logic (so figuring out the codes yourself is actually cognitively challenging, and not brute force random sampling and memorization)The example that springs to mind is Undertale. All enemies can be pacified through diplomacy. In practice, this means looking through a list of three to six actions to use on them, and picking the one which will advance the battle. It would be pure trial-and-error, except that the enemy's behaviour and flavour text gives you important clues, so the challenge is in noticing and understanding those clues.Still, this method wouldn't work if you often fight the same enemy more than twice. Very similar. Xenogears and a few other titles also explored related ideas.


Everone was experimenting with slight variations on the line-up-and-fight battles, and the relative ease of including complex animations sequences in 3d.OP should look closely at Legaia. Chaining combos at higher levels got very strategic, as they were not entirely discrete. Button presses could be shared by multiple combos, so if you had room for 5 buttons, you could actually do 2 3-button combos if one started with the last move of the other. It was a great idea.If I remember too, different buttons were slightly different sizes for different characters, so you might for instance squeeze 4-5 easier hits into a bar where you could only fit 3 harder ones.I forget most of the actual combos. The sound effects / voiceovers though. Supraball gameplay. They are forever burned into my memory.
For me, it would depend on how long the codes have to be before you enter them. If you can launch codes that are one input long, then automatically recording them would allow astute players to quickly make a key to determine which inputs lead to which effects. If players have to have 3 or 5 inputs before entering the code, then recording in the game wouldn't be as exploitable. A compromise would be giving the player the choice to record certain codes they enter instead of recording them all automatically. That way they could build a reference guide in the game and have the control of recording that they do with pen and paper. As another comment thread said, this is straight up Legend of Legaia. I didn't play through much of it, but you did gain longer possible attack chains as you leveled up, and aside from random experimentation, you unlocked new moves every so often (as a side note, I'm not certain whether the moves were possible to perform before they were unlocked for viewing or not).
Also, something that might be important to consider, the game let you nest combos inside other combos. For example, a 4 input move might require up, up, down, left, and a 3-input move might be right, up, up; with 5 inputs you could do both moves by inputting right, up, up, down, left.
NOTE: The process for setting up the dev environment has changed. Please refer to.CodeCombat is a multiplayer programming game for learning how to code.See the for a devsetup guide, extensive documentation, and much more to get started hacking!It's both a startup and a community project, completely open source under the. It's thelargest open source project by lines ofcode, and since it's a game (with ),it's really fun to hack on. Join us in teaching the world to code! Yourcontribution will go on to show millions of players how cool programming can be.We've made it easy to fork the project, run a simple script that'll install allthe dependencies, and get a local copy of CodeCombat running right away on, or.See.Whether you're novice or pro, the CodeCombat team is ready to help you implementyour ideas. Reach out on our, our, or, orsee the docs for.for the code, and for theart and music.
Please alsoso we can accept your pull requests. It is easy.Note: the levels on codecombat.com are.