Tutorials and Free Stuff from Jamie_C

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Comments

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    Very nice, @jamie_c !

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    My latest tutorial is posted. It covers using a feature of the Animate Behavior as a sort of 'timeline' in Gamesalad.


  • UltraLionBluUltraLionBlu Member Posts: 157

    I've always wondered how "store current frame" was used. In my game the character hits using a hitbox but to eliminate it I used a timer, I think your method is better! In a few days I should finally be able to get my hands on gamesalad I have a few things to try ..

    thank you so much for sharing with us!

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    @UltraLionBlu, You're welcome. I'm sure timers would work for this too. But using the frame number gives you a more exact way of controlling things.

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881

    Great tutorial! Thanks for sharing.

  • pinkio75pinkio75 Member, PRO Posts: 1,217

    Hi @jamie_c but if you need to spawn hit-box in movement you need to mapping hit box (x-y) position to (x-y) player position?

    you need to constrain hit-box to PL1 position?

    Thank you.

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    In the example used for the video the player is stationary during the attach so there is no need to constrain the hit box. It just pops up for the 3-4 frames of the animation and goes away.

    But I would suggest always tracking your players X and Y locations so you can use that data as needed in a case like the one you mention.

  • pinkio75pinkio75 Member, PRO Posts: 1,217

    ok my question is for a beat'em'up game like final fight?

    Is possible to make this kind of games in GS?

    i think that no one GS user have realized a fighting game in GS...

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    I've never tried to make a fighting game in GS so I can't say for sure but I'd have to guess you can get something workable. I'm sure it would depend on the type of game play, something old school like Bad Dudes (video) is probably doable. But if you're thinking something more modern and super fast paced, that would probably be more tricky.


  • pinkio75pinkio75 Member, PRO Posts: 1,217

    Bad Dudes Dragon Ninja is very cool but i mean something like this:


  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    I've posted the 3rd installment of the tutorial series "How to Create a Space Shooter Game in Gamesalad 2.0".


  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772
  • bob loblawbob loblaw Member, PRO Posts: 793

    yeah that’s possible. i posted a basic template not that long ago that works similar to jamie’s tutorial. just a guy that moves left/right and can punch a log until it’s integrity drops, no real enemy with AI though. that’s one of the things i’ve been meaning/wanting to do but haven’t got around to yet.

    to do the game you wanted in gs, you’d need a combo of what i’ve described above, as well as a heap of layering logic to give a 3d effect where characters can appear to move around each other.

  • pinkio75pinkio75 Member, PRO Posts: 1,217

    Yes probably but i've a dub about layer priority because to avoid this we need to duplicate the characters etc... etc... so i never realized that kind of games...

    I realized that GS is not well for this kind of games...

    I believe that no one here has ever made a beat' em' up fighting game like Final Fight.

  • Two.ETwo.E Member Posts: 599
    edited June 2020

    isn't there a DBA template that does this? I used several times a few years back. It has high punch, low punch, low kick, high kick if I recall.


    Video: https://www.youtube.com/watch?v=0TrpU6Y_NgU


    In regards to layering, you sort of have a main actor, with all the logic, and then copies with just the image and animations on each level of layering. And set that one to be visible while the others are invisible.


    it gets far more complicated with more characters - I only worked with 5 on scene at once and it was a headache to get to work.


    Best,

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    Some good stuff here - Thanks for sharing, @jamie_c !

  • pinkio75pinkio75 Member, PRO Posts: 1,217
    edited June 2020

    Yes i've the template but is not fine the logic is absent and the player punch an kick an jump and walk in the same time please see the comments on the video in the youtube channel.

    i think that the big limit for this thing of game in GS are the layers for z order i mean if i've 6 of 8 character i need a lot of clones to turn on and off when i need it's really hard.

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    Part four of the Space Shooter game series has been posted.


  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    I've posted a new tutorial if anyone wants to check it out. It's about how to create and use a raycast.


  • UltraLionBluUltraLionBlu Member Posts: 157

    Great tutorial! I noticed that when we stop the laser just before passing a close wall, the sparks still advance for a little bit in the most distant wall, this can be easily fixed by going into the actor sparks - if game shoot = 0 - constrain self position y to 0.

    thank you again for sharing!

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    I've posted a new tutorial about how to create line of sight.


  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    Fantastic stuff, @jamie_c !

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    My latest tutorial has been posted.


  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881

    Thanks @jamie_c ! You are a master at particle effects!

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    @RThurman, thanks! They are really fun to play with, I guess when you like something it shows. :)

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    I finally got around to doing a full tutorial on how I created the ball and chain sample I had posted about ages ago. :)


  • UltraLionBluUltraLionBlu Member Posts: 157

    I have tried several times to make the same chain as yours, giving the same characteristics to the actors.

    I also tried in your template to replace the actor chain-temp wwith an identical actor made by me with the shape made by me. but everything collapses.

    It is as if the shapes are not loaded as I made them.

    The collision remains much larger than the actor

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    I've occasionally had an issue where when I first preview the game in Gamesalad everything just falls apart like it wasn't built correctly but when I press the Reset Button in the preview it resets and works as expected.

    Also since the chain uses on the PIN Attribute this won't work in the online editor (though I doubt you're using that).

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