Added: 4 years ago
From: goajin
Views: 2,444
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  • You should make legendary weapons that are hidden in secret area's. Or depending on the players choices for good or evil, ull get a differnt boss and weapon, just a comment, oooh oohh, and u should later make a patch with an advanced story line, and more weapons:P:P

  • oh what I shame,I didn't noticed this vid until now,0.o

    The weapons look great,and again the music is awesome!

    I'd love to get my hands on these new weapons<3

  • however I do feel the giant sword could use more upward slashes

  • interesting stuff, cant wait to get my hands on it

  • Nice work man. How do you code? Do you use object switching? My game is very similar to yours. There's only one weapon but a lot of combos. Object switching was the only sane way to go imo.

  • I don't use object switching often (if at all in this game). Most of the weapons are one object that decides the sprite/ power/ type based on your stats and which weapon you have equipped. For example the holy-sword/ dagger/ magic-staff are all the same object. It just changes its parameters depending on what you have equipped.

  • Nice. I suppose it is more effective that way. But doesn't that overload your step event? With all the timing and variables needed and stuff.

    I would run out of alarm events if I tried to keep everything in one object.

  • The step event is pretty empty. It's mostly on create event.

    Example: on create if global.weapon=x then set (power=x speed=x weight=x type=x sprite=x timing=x)

    On top of this it also changes stats depending on if your holding directional keys for some weapons.

    I find it easier to do this way so that enemies only need to read collisions from a few objects, and then adjust their reaction to it based on its stats.

  • How flexible is that though? Say if I was doing an uppercut and wanted to cancel mid combo and go into a roll, or be able to do a counter attack mid combo. You'd have to put in more checks and stuff. I guess it depends on your design.

    Object Switching vs Single Object Control; that would make a good topic for the next GMTech magazine.

  • The canceling is controlled by the player object. If a cancel or chain is performed by dashing/jumping/attacking the weapon objects read it from the player and act accordingly. I'm sure there are much better ways to do it, this is just how I have set it up in this game.

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