This looks great, I would buy this. The effects are really well done and the gameplay looks smooth - nice work there!
Type: Posts; User: Graeme2408; Keyword(s):
This looks great, I would buy this. The effects are really well done and the gameplay looks smooth - nice work there!
I prefer to use a counter as a cooldown as it gives me exact control of how often a button press can be repeated. Something like this:
Repeat while Button A is pressed ------> Set Cooldown to 20...
How I do it:
Select pure black (0,0,0) or the backgound colour as the transparent colour.
Import the sprite into your active object and save it. Go back into your active object and select a...
If you don't need the value to carry over different frames, perhaps use a flag instead of a global value? Or if you need more than 2 states (on/off) then use an alterable value maybe?
Upon...
Object 1 collides with Object 2 ---------> Object 1 stop
+ Repeat while "Space" not pressed
Object 1 collides with Object 2 ---------> Object 1 start
+ Repeat while "Space" is pressed
The...
https://community.clickteam.com/threads/102482-How-to-prevent-fusion-games-to-be-detected-as-virus?highlight=virus
If you make the hitbox appear only at point of contact it won't be active for more time than the invincibility frames, i.e. enemy taking damage animation frames.
For the instance of a second attack...
I'm currently working on a fighting game that uses precise collision detection: https://www.youtube.com/watch?v=Gla82AdvCRQ&t=8s
I use collision masks instead of hit / hurt boxes since my game is...
Post your mfa file or an example and I'd be happy to try and help.
I thought the first one looked great, but the second image looks amazing - great work there!
Put your joystick controls that affect your character's movement and actions into a group of events that you can deactivate/activate with a button press.
"And I also thought about just making the ball and having it rotate in Spriter, after which I would change its Y position somehow in Fusion, pretty much as one would make a character animation and...
Try adding a 'cooldown' counter linked to the space bar:
Event
- If "Interface Options" = 1
- Upon pressing "Space bar"
- Cooldown =0
Action
- Set Cooldown to 20
- Activate Group of events...
Could try this:
Hi, just my thoughts: Your presentation is great! I like the layout of the menu options and variety of games.
Some possible improvements:
Games that require you to click the red dot to locate a...
Thanks, that's good to know :)
I found that too.
It's to do with the animation sequences in the animations list not in sync. You've deleted the stopped animation which only has one speed variable, the other animations have both a higher and lower...
Have you tried using counters or the object(crate)'s alterable values to count down? Or a spawning-in animation that when finished makes the crate become available?
It's hard to advise you any...
Just released Last Defence for the PC - based on the 1981 arcade game Defender ; save the human colonists from the marauding alien hordes.
The game can be played with keyboard, (some) game...
I don't really follow your code, although I admit I didn't look at it too hard, but I think line 113 where you stop walking and do the alert animation gets over-ridden by line 103 because your...
Ok I see what you're trying to do but I'm out of ideas - I don't think I could do any better than you've already done.
Make the circle area an invisible solid object. Use a second active if you just want the perimeter visible.
Use the code: Always
+ Mouse Pointer is overlapping circle --> Set x...
I don't think you can constrain the mouse pointer. I've made a game that uses the mouse to move and shoot using a system similar to what you describe, I used an active object as a fake mouse pointer...
Just something else you might want to consider when creating the skewed view is scaling. The top edge of the court (where the opponent facing you stands) is slightly narrower than the bottom...
Use a variable to set the height of the ball. So a setting of 0 would be ground level, then say max height would be 10. Use the height to scale the size of the ball (gets bigger as it goes higher)....
Is this the sort of pseudo-3D mechanics you're after?
https://www.youtube.com/watch?v=emaOMENzFRo
I had a play around with the expression editor and input files. The text to numeric value doesn't work well and you can only use integers. I'm guessing if you're wanting to calculate wages you'll be...
Use an alterable string and set it to file directory + "\"
I think C looks best in take 2.
3 and 6 look best for me too. The game plays in 2D so I prefer the platforms to look 'square-on' (while still maintaining some depth).
I love this! Brilliant twist on a classic game.
Please don't give up after spending so long on your game. I've looked at your original file that you uploaded (arraysaveproblem.mfa). I don't know much about arrays but I can see a couple of possible...
Does each enemy have a radius object? If so, wouldn't it be easier if the player had the radius, then just check for enemies colliding with the player's radius?
Use a fast loop and do something like in this thread here: https://community.clickteam.com/threads/101515-Help-with-create-objects-in-random-position-except-a-zone
Not sure what you mean. There might be another way to do this: Use a counter and just check for button presses during each attack animation - assuming you have several frames for each animation (and...
You'll need some way of queuing up the attacks because it's likely that attack number 1's animations are unlikely to be finished when the attack button is pressed 3+ times - you don't want to finish...
There's probably a better way to do it but I'd use counters - one to act as a cooldown between button presses, the other to count the attacks in the combo.
So: If button A is pressed and cooldown...
Have you tried 255?
What Sumo said. Also you might want to think about scaling the character and shadow sprites so that they get slightly smaller as they move into the screen (Y axis decreases) so that you get a sense...
Yes, but you'd have to make your own engine. Are you thinking of something like Final Fight (movement in and out of the screen + jumping) or more like an isometric game (e.g. Diablo)? Either way, I'd...
Create an active and place it so that it's in front of your character, whenever facing left or right; then focus the camera on that instead of the character.
Check your frame properties --> Runtime options --> number of objects - default is 500, try increasing this.
Also, how have you programmed the shooting of projectiles? If you haven't added some sort...
Use a counter or variable as a 'cooldown':
- At start set counter to 10
- Fire button is pressed and counter=10 --> set counter to 0, launch bullet.
- Every 0.01 secs and counter<10 --> Add 1 to...
Use a counter to assign a number to each character (e.g. 1,2,3,4).
Use Groups of Events to isolate the controls/actions for each character.
Counter = 1 Activate Group Character 1, deactivate Group...
Use the window transparency extension.
Get rid of the 'Set Global value A to 6' event.
Should read:
1 - Upon pressing Q --> Add 1 to Global Value A
2 - Global value A = 6 --> Destroy Carrot
You could use a time delay on each action: Every 00"-15, Character overlaps chair, counter = 0, Button is pressed - - - - > set counter to 1, sit character in chair
...
Here's a quick example I made for you with comments explaining what I've done. Probably not the best way to do it, but it works for me :)
http://www.mediafire.com/?19mb87em97km513
The hotspots for frames 3 and 4 are way off so those frames are displayed below the game window, i.e. off-screen. In the sprite editor use the slider next to the animation frame controls to show a...
I agree with ProdigyX - make sure you uncheck the timer-based movement box. I tested your demo after doing this and got a steady stream of laser bolts even with the launch speed set to 200.
I tend to use:
- If attack button is pressed
- and Attack animation is NOT playing --> Then change animation to Attack
No. Sticky keys is a Windows accessibility option to aid typing that's only activated by hitting the shift key 5 times. Joysticks / gamepads have no effect on it.
Since you have the basics of MMF2 down, the programming part should be easy enough. I find flow charts help when working out AI.
Start by listing the actions you want an enemy to be able to do...
"how would I make it stops at each panel when you use the arrow keys and tap a direction, Ex: Player A is on a panel and theres 5 panels to the right of him. How would I make it so he moves onto the...
"By that I mean, how would I be able to make it where I can only go so far and the same for the computer/other person."
Assign a counter to count the number of moves for player 1. Use a second...
I suggest you create your own movement engine rather than use the standard 'bouncing ball' movement.
Since you're making a maze game where the enemy chases the player, you need to (1) consider the...
You need to put a small delay in between the key presses.
You could use the EVERY function, like EVERY 20th of a second AND key M is pressed then do whatever . . .
Alternatively:
I prefer...
Just create a new counter object . You can use multiple counter objects as long as you name them differently.
Use a counter or alterable value. Use it to count how many times the car hits an object (or group of objects).
Or
Use the counter as the car's 'health' and make it count down on impact. When it...
I could be wrong, but I'm sure if the 'enemy rifleman dying' animation is placed in the animation list under 'Disappearing', then you just need to destroy the enemy rifleman and the disappearing...
Probably the simplest way would be to draw a sprite of the character driving the car in 8 directions in your character's animations list. Make a separate sprite of the car parked.
When character...