smash bros-ish game

someshiug2

  • Posts: 6
Long story short.
I am working on a smash bros style game, and need a bit of help. I'm using the run and jump kit, and am working on ducking and wall sliding/jumping. do any of you by chance now how to keep actors from being able to crouch while in mid-air?
I have other questions but i'll save-em for later.

dtrungle

  • Posts: 1938
I game of that caliber will require you to know how to use the blocks. I suggest you look at Stencylpedia/tutorials if you haven't already. And, take it easy by creating your own code for just run and jump. Then add ducking and wall jumping. By then you should be able to handle the rest.

z26

  • Posts: 21
He's right, a smash bros type game isn't the easiest type of game to make (but of course there is worse)

Originally I answered to you with a lenghty text, but just after completing it I figured out it would be much simpler with an image instead XD

Go on the ducking behavior and change it to this:



the 2 red things are an "if" and an "otherwise" (the stuff you must add), the "otherwise" is a copy of the one just above.

Another behavior of this kit already checks if your guy is touching the ground and stores it in an actor value, so by making this you simply retrieve the info (stored in the actor value "On Ground?"  I hope that helps.

I happen to be brainstorming right now on a game that would have a smb style fighting and movement (but with a gameplay different enough to be considered without doubt distinct), so I can answer other questions if you need me to.

« Last Edit: January 26, 2013, 11:18:48 pm by z26 »

someshiug2

  • Posts: 6
Yes! worked like a charm! thanks!

Alright next question; how can I prevent an actor from being able to turn while in midair?

Oh, and yes, I have checked out the tutorials and all that good stuff. Still some things I have questions about though...

z26

  • Posts: 21
That one is more complicated.  You can't only disable the action of changing direction while in midair, since you will lose the ability to move in one direction.  I don't want to mess around with the boolean of the direction eithier, since there is a ton of things linked to it and I don't fully know the code.  That's one advantage of doing your code yourself instead of taking a kit, you understand it better. 

I was going to post a solution here, but because I don't understand very well the custom blocks, the animation manager and things around that, it's going to take me a little while to get how this code works and to think of a answer elegant enough not to be a pain to make. Meantime, can you post me other (probably easier) questions instead?

« Last Edit: January 28, 2013, 06:16:41 pm by z26 »

someshiug2

  • Posts: 6
No prob mate.
Okay, so I have replaced the sprites of the default run n' jump character, but they act a bit rubber band-y. for instance when staying idle the player is fine, but when walking to the left or right they start to spaz out. wall jumping is having this issue as well. Anyone else have this problem?
I feel as if the answer is blatantly obvious, but i'm to stupid to get it...

Also, reason I hav'nt been around in a while is because I got a new game and sorta got absorbed into it, Incase anyone was wondering.

z26

  • Posts: 21
I am sorry that I am a bit of a procrastinator XD

About your problem, it's hard to answer without knowing more.  I am not too familiar with stencyl animations, but im pretty sure than with a vid of your character moving around and/or a pic of the tab where the animations are, it would be easier to know what's wrong. The default sprites are only single frames and not actually moving animations, maybe it has something to do with that..

« Last Edit: February 04, 2013, 04:28:59 am by z26 »

someshiug2

  • Posts: 6
Nope, I replaced the sprites with other single frame sprites.
It has something to do with the collisions and/or centering of the sprites.
I'd show ya a vid, but I don't think my computer could handle a video recording program.
I could probably get a pic or two though.

z26

  • Posts: 21
For the pics, go ahead.  I wonder if it has anything to do with the collision shape, or maybe the origin point option is badly set.


z26

  • Posts: 21
I would like to see the appearance tab, please.
Sorry, but I think I won't be good enough to solve your problem from a distance like that, especially when it's made on code I don't fully understand. While I think I'd have like 85% chance of resolving your problems if you sent me your game's code so I could try with trial and error method on it, I can fully understand that you may not want to give your game to anybody. At the same time, your game is still in early stage, so even if I had bad intentions there isn't much to rip off yet.

  My biggest concern is that there are several things more complex than what you are asking for help right now in doing a smb style game.  While it wouldn't bother me AT ALL to solve those 2 specific last issues if you sent me your code (it would most probably be easy), I fear that if complex situations happens too often you'll need to ask me for help like 12 times and that there will be more code in the end product written by me than you XD
If you are still interested by my proposition nevertheless, I'll give you my email.

« Last Edit: February 07, 2013, 10:33:33 am by z26 »

Try this :

Always
If [On Ground?] is true
set actor value [Is Ducking] to false
Zen - Newgrounds - goo.gl/fd4mU

Shoot me a PM or something..

someshiug2

  • Posts: 6
Alright Z, check yo inbox, we're gonna rebuild this thing the right way.

z26

  • Posts: 21
Thanks Ambidextrous, but this particular issue had already been fixed.

It's fun to see someone having the same kind of opinion as me.  What Ozygiygas said is that while it could be feasible to modify the existing kit alot, it would work better to completely make one from scratch.  I will still solve your problem, but I only see this as a temporairy solution that will only lead you so far.

My purely personnal suggestion is for you to design your game first.  As in, think how you want it to be so you can tell with good precision how it will be, so we can know what your engine will need to do.