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NeoMonkey

Finnish Army Fire Commander

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  01/12/2006
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24th December, 2006 at 16:10:21 -

There is many posts about these already put many of them don't tell what to do, so I wanted to ask from pro's, what to do? I'm making a platformer, but i have holes in my coding like:

1.Problem with hot spots

Now this is weird thing. I have 2 active objects the main body and hands and weapons.Now when i put these hands to be on the body by always command using hot spots. The hands follow after my char. Also hands doesn't turn always when my other body turns.

2.Bullet time

Well my bullet time plannings are that when player pushes button then all other chars and bullets will be 50% slower. Now when making this it needs much work, and it could be buggy (not tested yet). So is there any easier way to do this?

3.Blood

I have few xtra detectors, which I use to make better, like 1 in head so when bullet hits head the head would be bloody... Also this is very hard to make because I have to animate bloody leg, hand, head, torso, leg + hand, leg + head... In this too is there easier way to make? Also i don't know how to do the blood splashes.

4.Shooting

I'm using 360 degree shooting, and the problem is that I don't know how it can do so that the gun doensn't go over legs like it shoots only 160 degree into one direction and to opposite direction. Not into legs. Also my char is looking toward crosshair which is moving by arrow keys. How can I change arrows to mouse?

If someone would help me in these thing it would be nice.

 
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axel

Crazy?

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24th December, 2006 at 16:21:52 -

Just gonna answer this one. I'm tired.

2: You can start by coding the enemies movement for bullet time (ie, make them really slow), and then have it run the movement code twice (by running a fastloop for 2 loops, for instance) when it's not in bullet time, if you want it really smooth. Another way is to code the movement normally, and then in bullet time always have a flag toggle, and execute the movement code only when the flag is on.

Oh yeah, and if you've got MMF2 or TGF2, you can tamper with the FPS. I wouldn't recommend it though, because it'd just drop the framerate, which would make it... Kind of crappy. Kthxbai.

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Klikmaster

Master of all things Klik

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  08/07/2002
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24th December, 2006 at 19:46:27 -

1. Include in your always event: Set arm direction to player direction.
2. As Axel said.
3. Use particles for the blood.
4. Compare to the direction of the player, and limit how much the arm can turn, because of it.

 
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NeoMonkey

Finnish Army Fire Commander

Registered
  01/12/2006
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VIP Member360 OwnerI am an April FoolPS3 Owner
25th December, 2006 at 09:04:29 -

Hmm ok ty for the 1,2,3,4 I tried those exept the fourth, but the thing that my hands comes afterwards as the body? Now i got the turning i but the code in wrong place (player pushes left,right), but my hands, clothes and legs they have delay and I can't get it out and also I don't have a clue how to make the crosshair moved by mouse in circle pattern?

 
I have proven new mathematic formula to be true...

2D > 3D

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David Newton (DavidN)

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Honored Admin Alumnus
25th December, 2006 at 20:08:56 -

If you have delay on your outer objects, make sure that the events that move the objects are further up in the event list than your "Always -> Set position of object to (0, 0) from player" event. There's also a problem with this if you're using default movement, but it's fixed in MMF2 build 243.

 
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