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Messages - tirkaro

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1
Ask a Question / Re: Hyper-noob question: firing a MM-syle bullet
« on: July 29, 2011, 03:37:30 pm »
Can I piggyback on this thread as its pretty much the same thing.

Be my guest 9_9

Anyway, YES, I got the animation working. What I had to do was change the "if" command where it says "Move Right Key + not Move Left Key = Walking" to "Move Right Key + (Not Move Left Key + Not Press Fire Button) = Walking."
Now I just have one, teensy weensey last question here, that I've tried my darndest to figure out:

To keep firing my character's weapon, you have to keep on mashing the Fire Button. Which is swell and all, but when you do that while running, it just plays the first frame of my character's "Running and Shooting" animation over and over again, making it look like he's stuck in the same frame while doing that. Any way I can fix that?


This is how I currently have my attack animations set up within the Walking behavior. (I didn't make the "Walking while shooting left" command yet.)

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Ask a Question / Re: Hyper-noob question: firing a MM-syle bullet
« on: July 28, 2011, 04:12:30 pm »
Another place to look at examples is the Action RPG template game. (Create a new game and choose Action RPG; I think that's what it's called.) The Sword Attack behavior has attributes that control exactly where the sword appears relative to the player actor. This is necessary because the handle of different "swords" (weapons) may be at different locations relative to the animation.

I tried that, but there's some problems with it: To make the animation noticeable, I have to stop the actor completely for a few microseconds(which I don't want) and I have no idea how to fit in different animations for firing in the air and while walking. (Remember, I have the basic mechanics perfect, I just need to apply animation to it all.)



anyway, I'm currently trying to modify the "Walking" behavior to little success. My first priority is shooting while moving right. However, when I try to put it like that, the animation only flashes for a nanosecond before going back to the normal walking animation. Even when I hold the fire button down, the only real effect I get is the still first frame of the walking animation and tiny, nanosecond-long frames of the "walking while firing" animation.

I feel like I have this by the skin of my teeth, but I just can't figure it out! (╯°□°)╯

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Ask a Question / Re: Hyper-noob question: firing a MM-syle bullet
« on: July 27, 2011, 02:43:06 pm »
Just one bump can't hurt.

I ultimately gave up on modifying the Gun Firing behavior, and went to doing the honestly more sensible route of modifying the "walking" behavior. I made all the animation attributes for everything(Namely, a firing left and right attribute, and the same for firing while shooting.) but I've been having serious trouble placing everything correctly, and everything comes out like a complete mess.
My current Walking setup is now the same as the default, so it shouldn't be too much trouble to figure out. Once again, pardon my utter noobishness. ´;ω;`

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Ask a Question / Re: Hyper-noob question: firing a MM-syle bullet
« on: July 26, 2011, 05:11:38 pm »
ALRIGHTY NOW!
I finally got it to work after toying around with the "Gun Firing" behavior a bit. However, I've been seriously stuck on one part for a while now. (And I really hope it falls within the same subject, since it's a bit of a stretch.)
When my character fires a bullet, he's supposed to switch to a "gun firing" animation, which is only one frame long. He's also supposed to shoot while running, which also changes his animation to such. But I have no clue how to place it in without it either going too fast, or just being generally messed up. (And don't even get me started on the running while shooting animation.)



This is my current, animation-less shooting setup. Think I can do anything about it? I've been contemplating making another behavior entirely for the animation, but I don't think that's necessary. (And would probably end up with the same problems.)

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Ask a Question / Re: Hyper-noob question: firing a MM-syle bullet
« on: July 24, 2011, 06:33:46 pm »
You'll want to keep track of which direction your character is facing and then set the bullet speed accordingly.

{Always}
    <if key is pressed>
        [create bullet actor at (x,y)]
        <if direction = right>
            [set x-speed of last created actor to (number)]
        <otherwise>
            [set x-speed of last created actor to [negate (number)]

I'd hate to be one of those guys, but I can't seem to find a way to implement direction of my character into the design mode. (I'm using attributes btw, since that seems to be the only way.)

Since I'm so hopeless like that, could someone perhaps give me a more detailed picture of what I'm supposed to do here?

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Ask a Question / Re: Hyper-noob question: firing a MM-syle bullet
« on: July 24, 2011, 04:46:03 pm »
Great! It worked.

Though I do have to ask, how can I make it so the bullet will shoot in the other direction if I'm facing left? It seems it only works one way.

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Ask a Question / Re: Hyper-noob question: firing a MM-syle bullet
« on: July 24, 2011, 03:01:21 pm »
I tried that, but for whatever reason, the bullet now just wont appear upon pressing the button.

Can you post a screenshot of the Behavior you're using? (You can use the camera button in the lower right-hand corner of Design Mode.)

Sorry for the slight delay, this is what I'm trying to do:


Go and tell me where I'm messing up, because I'm sure it's an obvious oversight on my part ._.

Oh, and it is attached to the playable character, and not the bullet itself.

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Ask a Question / Re: Hyper-noob question: firing a MM-syle bullet
« on: July 24, 2011, 10:21:02 am »
Thanks!

I tried that, but for whatever reason, the bullet now just wont appear upon pressing the button. I'm almost certain I'm missing something incredibly simple here, but I just don't know what. Sorry ´;ω;`

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Ask a Question / Hyper-noob question: firing a MM-syle bullet
« on: July 24, 2011, 09:40:08 am »
So, I'm making a Mega-man styled game, and I thought the act of firing a bullet in a side-scroller should have been simple enough. But no, I can't seem to find any behaviors that work properly. The closest one I could find was Shooting Around the Clock, but even that's pretty messy, and I have no idea how to get it to work via a button press.

So can somebody help a sucker out here? I've done everything I could!

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