bscarl88's Recent Forum Activity

  • Is that the calculation to produce a perpendicular line? Im not very good with my funtions yet haha.

  • I too would like to know this. This could be very useful for a fighting game where, depending on the attack, a player would be flung in different directions. Maybe something like an equation to calculate a perpendicular angle using the line between two collision points?

  • oh awesome! thanks for letting me know!

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  • I see how that works! I would do global player1 input, player2 input etc. right?

    But that still means I'd have to restructure my layout, which is what I could avoid with a replace button, you know?

    Also, probably dumb question, but would adding that extra input check cause performance or memory issues, given that I have 10 or so different inputs, with up to 4 possible characters being played on screen?

  • That'd be cool if there was a replace all feature. It would be useful for my example:

    So I could copy all of one instance of Player, and replace player with Player2, player3, player4. Then find and replace all controls like so:

    Find keypress W, replace with keypress Up Arrow

    yea? Just an idea <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I guess I'll have to set it up player by player. But if I have 8 possible fighters, but only 4 player controllers MAX on screen at once, how do I make it so the user can select that character for the player 1-4 controllers?

    I have my actions generic enough (sideattack, upattack, airattack etc.) that each character actions would be simple enough to implement.

  • I'm getting working with collisions soon for my game.    I'll go about it the way floor advised and let you guys know how it worked!

  • Is there a way to disable/enable physics? Like if I only want physics on my character after he has been hit, but not while he is attacking or running or anything?

  • Make sure the object has the PIN behavior attached to it first.

    Then you should have an event like:

    Player presses (Pickup button) = > pin object to image at image point 0

  • So for my fighting game, up to 4 player's can be on screen at one time.

    Each player also has a large variety of moves, air attack, 4 way regular attack, and 4 way special attack.

    I've built my game so that the player controller is a skeleton for each player. the move names have been labeled generically like side attack, and up attack, and up special so that when i obtain the animations for each character, I can drag and drop as much as possible.

    How do I handle it so that when a player selects their character they each can attack each other, rather than saying If player 1 animation > on collision with player 2, or player 1 animation on collision with player 3   etc...

    AND if i have mulitple moves, do I have to make a collision event for each move?

    + Is it better to use image points for attack collision, or full collision boxes (if possible)

  • Very interesting read! I think you guys have cured me of my worries!

  • I agree that boolean would be easier to debug, but for me, I have to use a bunch of state checks. I have one for isattacking that will not only let you know if an attack animation is playing but also the power of the attack to see who's attack will win if two players attacks both collide. (0 is not attacking, 1 or more means is attacking, a higher is attacking will win). I also have some for sidecharge, upcharge, downcharge, isblocking, isrunning, is jumping and a few more to come. This will be replicated for up to four players on screen at once.   But maybe using one string as a player state indicator would be beneficial...    either way thanks so much for all the help everyone!! :)

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bscarl88

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