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 ..
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.
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.
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.
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.
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_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
Some good stuff here - Thanks for sharing, @jamie_c !
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.
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.
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).
Comments
Very nice, @jamie_c !
My latest tutorial is posted. It covers using a feature of the Animate Behavior as a sort of 'timeline' in Gamesalad.
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!
@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.
Great tutorial! Thanks for sharing.
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.
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.
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...
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.
Bad Dudes Dragon Ninja is very cool but i mean something like this:
I've posted the 3rd installment of the tutorial series "How to Create a Space Shooter Game in Gamesalad 2.0".
My latest tutorial. :)
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.
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.
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,
Some good stuff here - Thanks for sharing, @jamie_c !
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.
Part four of the Space Shooter game series has been posted.
I've posted a new tutorial if anyone wants to check it out. It's about how to create and use a raycast.
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!
I've posted a new tutorial about how to create line of sight.
Fantastic stuff, @jamie_c !
My latest tutorial has been posted.
Thanks @jamie_c ! You are a master at particle effects!
@RThurman, thanks! They are really fun to play with, I guess when you like something it shows. :)
I finally got around to doing a full tutorial on how I created the ball and chain sample I had posted about ages ago. :)
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
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).