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JetpackLover



Registered
  01/03/2007
Points
  212
8th January, 2008 at 18:25:17 -

I'm using duplicate type enemies for a game I am working on and I was wondering what is everything I need to know?

"example MFA" http://www.megaupload.com/?d=RTDZ9D5U

I know of spreading the value(I do not know how to use it completely though), but I still have problems. How can I make every duplicate act independently? On animations, on movement, on being destroyed, etc? I have tried several ideas, but it hasn't been going so smoothly. So I throw myself on the mercy of this here fine board. Will you help me? Examples mfas or just some good advice would be most appreciative.

Also just as important, I have been stacking my graphics for using separate weapons and things and I was wondering what is the fastest way to keep the position of the graphic always where I want it, without it being seen for like a split second while its switching positions to and fro based on the animation?

Its weird cause some of my animations have way different hot spots, so its kinda messy...here I'll include my mfa file. I do appreciate the help so thank you. Also I'm just starting work on the engine per se so its not exactly working the way I want. Oh and I hope if you see this file and you are starting out, that it someway helps you.

One more thing, if you like what you see and would be interested in lending a helping hand to this poor/crazy driven game designer(me) I would...well I would think it a huge kindness, I'm an extremely hard working guy with extreme passion for game developing.

 
http://www.invincibletime.com/

Devlog for HD MMF Game Omulus. Check it out because it's gonna be awesome. http://omulus.tumblr.com/

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Joe.H

Evil Faker

Registered
  19/08/2002
Points
  3305
8th January, 2008 at 19:04:28 -

I was going to write a long explanation.. but got bored

Spreading a value: http://www.create-games.com/article.asp?id=1798

As for the weapon idea:

This involes creating a "mask" object with the same dimensions as your Character, this mask handles all movement, collisions etc.
The character is set to always be at the same position as the mask, and the weapon is then positioned RELATIVE TO THE MASK accordingly.

Also, you may want to go through all your weapons, give them all the same hotspot position (i.e where it'd be held)

 
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JetpackLover



Registered
  01/03/2007
Points
  212
9th January, 2008 at 02:59:44 -

Hey I just read that!! lol

Also by mask do you mean taking the animation of the character with weapon in hand, and then erasing the character so his weapon is the only thing seeable, and then having the actual character sprite without weapon in hand. Then positioning them appropriately I really need to learn the terms for things.

For the weapon position its really aggravating since I have the condition for the position, and the actual hotspot to deal with. is there an easier way of doing it? Not all of my weapon animations are exactly in the same place unfortunately.

 
http://www.invincibletime.com/

Devlog for HD MMF Game Omulus. Check it out because it's gonna be awesome. http://omulus.tumblr.com/

Follow me on the twitters https://twitter.com/JetpackLover


Joe.H

Evil Faker

Registered
  19/08/2002
Points
  3305
9th January, 2008 at 06:27:19 -

Image

The mask is a seperate solid object, with dimensions the same size as the player

The character is an object that has no weapons drawn into it

The weapons are seperate objects.

Your movement/detectors/collisions etc are all handled by the mask.

Your character is set to (0,0) relative to the mask (or whatever position to make it overlap completely)

Your weapons are set to (0,0) relative to the mask (or whatever position to make them appear at the characters hand)

The mask is always invisible, so you cannot see it during gameplay.

Image Edited by the Author.

 
My signature is never too big!!!
   

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