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Thanks for always helping me.
Well, I tried to find among the properties of backdrop where I can make the backdrop invisible, but there's nothing like (visible at start checkbox), so my workaround for it is to make a solid black backdrop and use subtractive transparency (any other color and transparency will not work). So that's why I was asking if I need to use active, because they have visible at start checkbox.
Is the importing of spritesheets only for sprites of the same size? or can it import for example, some frames are larger than the others in a single animation?
btw PM'd you my file.
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thanks.
About the moving of the lifebar portrait object, if the actions involving them already at the top, yet it still moves when the hero dashes, what is the fix?
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oh. I just sent you a PM now with questions about the attacks, without seeing your pm. :\
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Hmmm, how do I implement your recommendation ? the "defining a pinball movement speed and direction on the goon" ?
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I have difficulty understanding some parts.
I tried putting a non-zero value to the B variable, then remove the "Never" condition and then on separate occasions, I tried setting speed to B, then tried setting deceleration to B, then setting gravity to B, I don't know how to code it like my intended result.
btw, the "move on start" is still unticked in the file you gave me.
for the stand attack (that has zero B value), the enemy is like bouncing away (small bounces only) after I attack him? is there a way to remove the bouncing? If the B is zero, then the push should be straight horizontal only, right?
I noticed you changed the variable names. what do you mean by A and B? I thought the X (horizontal) and Y (vertical) aspects of the attack were appropriate?
About the attack that hits enemy diagonally, it is supposed to make the enemy go upward in situations where enemy is in ground and in situations where enemy is on air. Actually, the x and y vel idea I had was for pushing/pulling (for x axis) and (upward/downward) for y axis. It's supposed to be a standardized damage system like in fighting games. So the x and y values make attacks have variety of "hit velocity" effect on the enemy.
So for example, an uppercut is supposed to hit enemy upwards regardless if the enemy is on ground or on air. If the enemy is on air, he will still go higher before falling down.
http://www.youtube.com/watch?v=4JIH8SOi16o
This is a video of my inspiration for my game. a beat em up fighting game with missions and mini games, if it will help give you idea
Lastly, I'm very very sorry. You must be mad at me for being so slow. Sorry.