Posted By
|
Message
|
c0nfu53d
Registered 13/06/2010
Points 3
|
13th June, 2010 at 12:57:30 -
I've used the search function and found nothing so I thought I'd ask. I could probally find one pre done or have one made for me but I wanna learn how to do it.
A text based tut is what I'm looking for not the type that gives you the finished article and no clue how to use it.
Thanks.
PS I promise not to do a Zelda fangame as there are far too many of those lol
n/a
|
alessandroLino I create vaporware
Registered 11/03/2009
Points 172
|
13th June, 2010 at 13:55:57 -
If it interests you, theres an series of articles by maVado which describes how to make an inventory like the ones in Diablo.
The first one is right here
http://www.create-games.com/article.asp?id=1997
and the others are linked in the article.
n/a
|
c0nfu53d
Registered 13/06/2010
Points 3
|
13th June, 2010 at 17:24:10 -
Originally Posted by A. LinoIf it interests you, theres an series of articles by maVado which describes how to make an inventory like the ones in Diablo.
The first one is right here
http://www.create-games.com/article.asp?id=1997
and the others are linked in the article.
Thanks, I had seen that and it may be useful in the future, but not for the moment. What i need in the tut is:
8 way movement
Jumping
Combat
It's mainly the combat that's the problem. When the player hits the attack button and the hero swings his sword I presume it would trigger the attack animation. I can probally figure that out. Also when attack is pressed you could have any enemies who come into contact with the hero take damage but thats no use as only the enemy who comes into contact with the sword should take damage.
Also not sure about jumping. I supose pit spikes etc could be crossable no damage while the jump animation is active and I could increase the size of the sprite slightly while in air but not sure how that would work.
Don't know where to start really.
n/a
|
Del Duio Born in a Bowling Alley
Registered 29/07/2005
Points 1078
|
14th June, 2010 at 05:07:20 -
It's really late where I am now so I can't go into a lot but I have a good solution to your combat woes. What you could do is make your hero with an attack animation (with a sword or something), then CLONE your hero sprite and edit it so that only the sword's blade exists in the attack animation's frames. Then make this clone sprite invisible because you're just going to be using it as a hitbox.
Have it always be equal (animation and frame-wise) to whatever the hero sprite is doing, and use THAT CLONE for collision checks against the enemies. This way only enemies who come in contact with your sword's blade will get damaged (when the attack animation is playing of course.)
I've been using something like this for the last few games I've made and I find it works well. If you need to increase the size of your attack hitbox you can just go into the clone's sprite and edit in a few more pixels here or there around the sword's blade. Since it's invisible anyhow it doesn't really matter if it matches up exactly to the visible sword, just as long as it's pretty close.
Edited by Del Duio
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
|
Lazernaut
Registered 08/09/2002
Points 1103
|
15th June, 2010 at 12:59:53 -
What I normally do for weapon detection is make a simple circular active object. Just a black circle. Then I make it so if this object exists, it is destroyed (which in effect makes it disappear as soon as it is created). Then I used the action point on the player's character to determine where this black circle should be spawned, and then make evens for when the black circle overlaps whatever object.
n/a
|
|
|