Bullet time and combos?
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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.
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
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!
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
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
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.
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
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