Can GameSalad develop Action game??
nakata2009
Member Posts: 3
I want to know Whether GameSalad can develop Action Game,Fighting Game.
These games are very simply in gamesalad.com.
Where is advanced tutorials? I want to learn it before buy it.
These games are very simply in gamesalad.com.
Where is advanced tutorials? I want to learn it before buy it.
Comments
Shoot-em-up = definitely
street fighter-like fighting game = maybe, but not until a more specific collision detection.
platform shooter = yes
beat em-up = maybe if done correctly.
hope that helped a bit.
look in the wiki for all the tutorial stuff, most of the stuff uploaded to the GS site might be a template (noobs like to do that) but check out a game called starfire.
I hope that GS will become all-purpose game engine in future.
hello ,can i look at your fighting games online?
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
So you constrain invisible actor to X = Main Actor's X, Y = Main Actor's Y+10
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Consider a 5-frame animation sequence where the player throws a punch, extending his arm from his chest area, then retracting it.
At the 3rd frame, I need to determine if the arm, fully extended, has 1. reached his opponent, and 2. is being blocked by the opponent.
Since there's no way for GS to determine what frame is currently being showed, and that timers may be inaccurate, what other method can be used?
Can I constrain an attribute to increase at every frame of the Actor, and reset it at the beginning of each sequence, so as to make a pseudo frame counter?
You could animate the punch 'manually'.
What I mean is, rather than have the images in an 'animate' behaviour, have them as a change image behaviour.
'frame' below is an image that forms part of the 'animation'.
'punchframe' is an attribute that keeps track of which image you're on.
So, you press the 'punch' button.
After .25 seconds change image to frame 1, change attribute 'punchframe' to 1.
After.5 seconds change image to frame 2, change attribute 'punchframe' to 2.
After .75 seconds change image to frame 3, change attribute 'punchframe' to 3.
After 1 second change image to frame 4, change attribute 'punchframe' to 4.
After 1.25 seconds change image to frame 5, change attribute 'punchframe' to 5.
On your opponent, you have the rule:
If attribute 'punchframe' = 3
and status = blocked
and actor collides with player
Show 'Blocked'
Otherwise:
If attribute 'punchframe' = 3
and actor collides with player
Show 'Hit'
Of course, this relies on accurate timers, but hopefully they'll be fixed soon!
Hope that helps in some way,
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
No reason actors couldn't be used to implement limbs/weapons during a move to allow utilization of the collision detection system already in place.
Until GS can come up with that feature, I guess I'll have to experiment to see what works. Thanks.
You can create a Rule like this:
Rule
ALL
When Actor collides with actor Enemy
When self.Image is "fist3.png"
Do something...
The problem, however, is the bounding box. Two rectangles fighting each other is going to be a little miserable...
I still think you would still need to do some kind of invisible actor system.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Let me get this straight, FMG, before I raise my hopes up.
Suppose I DO leave animation sequences in my Actor, i.e. `punch1.png, punch2.png, punch3.png, punch4.png,` and `punch5.png.`
Can I still access the current frame being shown with `self.Image`? That way, I know that `punch3.png` and `kick4.png` and `headbutt2.png` all are the moments of attack.
QS, with the way that timers have been all FUBARed over the last 0.0.x releases, I'd rather stick to animation sequences than take my chances with timers.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io