Valdis Story weapon Test

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Uploaded by on Jan 12, 2008

There are still two weapons left in the game to animate, but this is the progress so far. All of these weapons are functional and in game right now.

The area is also new. It is one of the extended areas added to stage 1.

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Entertainment

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Standard YouTube License

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Uploader Comments (goajin)

  • 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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All Comments (8)

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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

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