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tictaktoe



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  27/10/2003
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1st November, 2003 at 11:53:58 -

How in the name of the lord do you make a Zelda fighting system????????????????


 
Rory Smyth

Mr Coffee



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  04/09/2003
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1st November, 2003 at 12:04:05 -

Well, you should make the player and the sword seperate objects, so enemies are damaged when they touch the sword.

 
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Adam (Wolverhampton Studios)



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  14/10/2003
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1st November, 2003 at 12:14:05 -

also do the same with the enemies sword

 
Wolverhampton Studios

Knudde (Shab)

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Has Donated, Thank You!Clickzine StaffKlikCast StarVIP MemberGhostbuster!Dos Rules!I donated an open source project
1st November, 2003 at 13:32:49 -

I like to use a second object for the sword. I usually make Value A the amount of damage the sword does, and value B the hit percentage. Make sure you put in a "only once when event loops" in there, or your enemies will die much to quickly. Also, make sure that the enemies only take a hit when the swinging animation is playing.
Here's a really old version of my Zelda like game that you can look at.
www.angelfire.com/anime5/shabadage/advent.zip
It's not very well commented though

 
Craps, I'm an old man!

Assault Andy

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Game of the Week WinnerVIP Member360 OwnerGOTM JUNE - 2009 - WINNER!GOTM FEB - 2010 - WINNER!	I donated an open source project
2nd November, 2003 at 03:27:00 -

Instead of using two seperate objects for the player and sword it is usually better to use one object as the player (drawn with sword) then create an invisible object and always set that to the action spot of the player (which you make as the tip of the sword). Then you can program it so when an enemy collides with the invisble object. Instead of letting you hit them with the side/back of the sword. - This also removes the laggyness from always setting the sword to the player.

-Andy

 
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy

Mr Coffee



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  04/09/2003
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2nd November, 2003 at 12:33:58 -

If you want to remove the lag, then use three objects. Set the player object and the sword object to the position of an invisible object.

 
99 percent chance that the above post is 100 percent correct.

Keatonian



Registered
  15/07/2002
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  571
2nd November, 2003 at 12:40:22 -

Smart coffee.

 
-Above post is ancient and probably irrelevant-

An old account of mine, recently cleared out. It's a blast to the past, the age was marked as 14 when I found it. If you know where to look, you can track me. Au revoir.

renneF



Registered
  02/08/2003
Points
  672
2nd November, 2003 at 15:41:30 -

Or, you could set its position using fastloop so it dosent lag..

 
Image

Xhunterko



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  07/05/2003
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VIP MemberHas Donated, Thank You!Hasslevania 2!Pokemon Ball!
5th November, 2003 at 14:48:16 -

OR, you could just have the game read a single animation frame from the player.
On animation 'sword swing' and frame 3 is playing
then do damage.

 
All platforming problems can be mostly solved here:

http://www.clickteam.com/mbfiles2/277308-engine.zip
http://www.angelfire.com/games5/psywakd/platform.gam
www.zephni.com

These are very excellent examples by other people and are very informative.
Image

I work at the speed of "maybe".

Coming Soon: Diary Of An Indie Developer
http://www.youtube.com/watch?v=XaF6H9MrgH8

Twitter:
http://twitter.com/xhunterko

Mr Coffee



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  04/09/2003
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5th November, 2003 at 15:09:07 -

No, thats the lazy way to do it. If an enemy touched your back while you were swinging the sword, he would get hurt. Thats pretty lame if you ask me.

 
99 percent chance that the above post is 100 percent correct.

Knudde (Shab)

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Has Donated, Thank You!Clickzine StaffKlikCast StarVIP MemberGhostbuster!Dos Rules!I donated an open source project
7th November, 2003 at 15:29:54 -

Absolutely correct.

 
Craps, I'm an old man!

Mr Coffee



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  04/09/2003
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7th November, 2003 at 17:01:11 -

You could but that would be pointless. It is much easier to do the 3 object method, and you get the same effect. Also, it allows you to use the invisible object as a "hit area". So if an enemy only touches your hat, it won't hurt you.

 
99 percent chance that the above post is 100 percent correct.

Daniel[Crazy_Productions]

Possibly Insane

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  29/12/2002
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14th November, 2003 at 08:10:44 -

btw the fastloop object DOESNT remove the lag ...i wonder why everyone thinks that...

 
Beware of life ...so far noone have survived it.......

Kris

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  17/05/2002
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  2017
14th November, 2003 at 10:29:20 -

i think the old fastloop was capable of doing that, i used it a few times with TGF to remove the "lag".

 
"Say you're hanging from a huge cliff at the top of mt. everest and a guy comes along and says he'll save you, and proceeds to throw religious pamphlets at you while simultaniously giving a sermon." - Dustin G

Assault Andy

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Game of the Week WinnerVIP Member360 OwnerGOTM JUNE - 2009 - WINNER!GOTM FEB - 2010 - WINNER!	I donated an open source project
15th November, 2003 at 01:43:47 -

JD - That's what i said, but then you can't customize it as good, without having to draw many animations.

 
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy
   

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