Weapons that you Throw, cast, and shoot

I was wondering, i have seen the capability of gamesalad, as it is able to shoot at the enemies and kill them, but is it the same concept if you want to use magic, bow and arrow to kill enemies, whip them and all. I wanted to make sure, if these things are possible, and if so, how would it work, will it be the same as shooting the enemy actor? or will it be in a different form? I just want to know how to setup a rule, so that if my character has a whip, how will it work and kill the enemy, and also if my character is using magic and is casting from far, how will that work too, i do know the concept of shooting a gun, but i would like some insight regarding this, thanks in advance

Comments

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    I'll assume you're talking about something like a side-scrolling adventure game. For a magic spell, you could spawn an invisible (or visible) actor that moves away from the player's actor horizontally at a set speed and then spawns an explosion or other effect when it collides with an enemy actor. A whip would be the same actor movement (moving horizontally at a set speed) but with an animation over the area where the invisible actor is moving.

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  • DaGreatnessDaGreatness Member Posts: 82
    @tatiang I was referring to a RPG game, sorry, i didnt include that. Is it possible for it to be in an RPG game, with multiple directions?
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Anything's possible. Instead of moving horizontally, you would move the spawned actors in the direction the player is facing.

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  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Try making an actor that is stationary but can rotate to face four directions. Then, add a rule that spawns an actor in the direction the player actor is facing. Have the spawned actor move at whatever speed you like. Once you have that working, add a few enemies and work on the collision rules for when the spawned actors collide with the enemies.

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  • DaGreatnessDaGreatness Member Posts: 82
    @tatiang thanks!!! What if the player isn't stationary? Can it still work?
  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2013
    @tatiang thanks!!! What if the player isn't stationary? Can it still work?
    Yeah, you can spawn an actor from wherever you are, when you spawn an actor it appears at the same on-screen-coordinates as the actor it is spawned from (unless you tell it otherwise).
  • DaGreatnessDaGreatness Member Posts: 82
    @socks thanks guys!!!
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    I just meant that you should start simple and get the basics working before you worry about how many mana a fire spell requires and how the whip animation should look and how fast your player should move. If you can get it working as a stationary player actor then it's not a big deal to add movement.

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  • quantumsheepquantumsheep Member Posts: 8,188
    Anything's possible.
    I just wanted to quote this bit as I was discussing this with friends over the weekend.

    Whatever issues/problems/challenges you face, there is always* a way round them!

    QS =D

    *usually

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

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