Bullet time and combos?

QbAnYtOQbAnYtO Member Posts: 523
edited November -1 in Working with GS (Mac)
Is bullet time possible. Or just basic momentarily slow mo like when doing a special punch or kick. U know, like in street fighter when the fight ends it goes into slow mo for like 3 seconds and the the game continues at normal speed? I kinda figure I can manipulate with attributes and what now but is there an easier way?

Also I want to creat chain hits or combos. Is it possible with collision detection? I used to use this "trick" with gamemaker on windows back in 02. Wow time flies.

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    I did this a year ago with Singularity Drive - my first ever app!

    If you set off a time bomb, essentially anything on the screen (apart from your player ship) slows down.

    The way I did it was to make a variable called 'BulletTime' - and set it to 1 as standard.

    When a time bomb was set off, 'BulletTime' was set to 2 until a few seconds pass, and it resets to 1.

    Then, in each actor I wanted to slow down, I put into its movement behaviours 'Move at a certain speed (let's say 90) divided by BulletTime.

    If BulletTime was 1 (normal) they'd travel at 90/1 - which is 90.

    If BulletTime was 2 (slow-mo) they'd travel at 90/2 - which is 45 - ergo, slower! :D

    So, yes, it can be done - and I've just told you how :)

    As to your chain hits/combos, I'm sure that can be done too but I've not tried it - I'm guessing it just needs a little creative attribute and timer use!

    Hope that helps!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • PhoticsPhotics Member Posts: 4,172
    quantumsheep said:
    As to your chain hits/combos, I'm sure that can be done too but I've not tried it - I'm guessing it just needs a little creative attribute and timer use!

    Quantumsheep's guess is correct. Combos are possible. Commove has them. The related promo video at my website shows combos in action.

    There are four main elements to the combo...

    game.Combo - For recording the number of times a row was completed
    game.Best Combo - For stats at the end of the game
    game.Moving - This is something specific to Commove. It's used in a rule.
    a timer - To know when to display the bonus points awarded.

    When the game stops moving, it grabs the combo value, displays the bonus points on the screen and then it resets the game.Combo value to zero.
  • QbAnYtOQbAnYtO Member Posts: 523
    @quantumsheep

    thanks! i'll have to try that out! and i'll check your game out too!

    @Photics

    hmm. that video is interesting. i meant combos as in fighting games. i guess i can use "tricks" like i used to do with another gamemaker app i used to use... basically i use combination of collisions and reactions. not pretty but gets the job done :p
  • QbAnYtOQbAnYtO Member Posts: 523
    update: Quantum sheep, i played your game, i see what u mean about the bullet time effect. looks interesting. i'm gonna have to try this out.... also i pmed u with a question :p
  • GaranasGaranas Member Posts: 86
    @quantumsheep

    somehow this does not work for me:

    if the time bomb goes of speed/bullettime 90/2 = 45
    But if the effect is over seed/bullettime is not 90/1 it´s 45/1 = 45 because it was speed was changed to 45

    I could also set speed on 90 and speed two 45 and switch between the both, but for some reason this dails to work as soon as the actor hits another actor

    any ideas what im doing wrong?

    you can see my setup here:
    https://lh5.googleusercontent.com/-FO-jlWI9tZc/TmYgZNCCgoI/AAAAAAAATb8/t91GgHgPq5s/1.png

    thx for the help :D
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