lionz's Recent Forum Activity

  • Yeah the question is too vague and the example games you gave are RTS which tend to have the same maps each time as campaigns so you would have set levels and not sure how that relates. What you are describing with the layouts though isn't possible, you don't create them dynamically during run time. You would have one layout for the level, and each time load the level you want, there is no need to create further layouts. If you're referring to random generation of terrain you use arrays and load the levels from them but it gets a bit complex unless you're using a tilemap. There should be some posts around the forum about that kind of thing.

  • Rather than use 'set animation' for all the events you should give your player a state (instance variable). Then you can say if C is down set player state to crouch. If player is overlapping crouch area then set player state to crouch. Then you have a single event for the animation, if player.state is crouch, set animation to crouch. Combine this with an idle state that you set on C released or NOT overlapping crouch area and it should be fine.

  • Some conditions are 'trigger events' which you can't invert. Anything with the green arrow.

  • If it is very simple follow logic then you can use bullets that set angle toward player (see the enemies in the 'ghost shooter' tutorial). For more complex following you can use the 'Pathfinding' behaviour, there are also example levels and documentation on how to use this.

  • Yep overlapping a crouch zone seems fine. You put an invisible sprite in the tunnel area and make sure you cannot touch it unless you have already crouched and moved forward a bit. Then you adjust your on C release logic to include NOT overlapping crouch zone. That means when you release C, you remain crouched, but when you exit the crouch zone you would return to normal, also pressing and releasing C in the crouch zone wouldnt change anything.

  • If it's a side scrolling platformer then you use line of sight combined with platform simulate left/right based on if the enemy x is greater or less than the player. Or enemies could be bullets where you set the angle to 0 or 180 when they have line of sight. There's lots of ways to do it, you didn't give much information about your game though.

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  • On the Scroll To behaviour there is a screen shake, see if that fits your requirements.

  • As far as I know that's how fade works and you can't change it. Making your custom one with opacity is fine as that's all the fade behaviour is doing.

  • (Enemy object) pick nearest to player.x,player.y : (player object) set angle toward enemy.

  • Hiya, that depends on your conditions for ending the duel, which you didn't mention above, this was only the start of the duel. What did you use for ending the duel? You have to be careful with 'picking' when you use this type of logic. It will be easy to set a knight back to 0, just about finding the right one :)

  • It's a behaviour you can add to the player object. 'Timer' behaviour, I used 1 second as an example but of course you set your own time the player has to press the combo.

  • I would do it with a combination of variables and timers, so you do :

    combo - variable for tracking which move of the combo you are on

    on button pressed : start timer for 1 second, add 1 to combo

    on timer ended : set combo to 0

    /and for the animations

    on button pressed :

    if combo = 0, play attack anim 1

    if combo = 1, play attack anim 2

    if combo = 2, play attack anim 3

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lionz

Member since 5 Aug, 2013

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