Posted By
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Message
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The DogCow
Registered 07/07/2003
Points 83
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27th July, 2003 at 19:14:27 -
I'm attempting a perfect Megaman engine, but I need help with this. In real Megaman games, you can not shoot rapid fire (except in the early NES ones). I'm not talking about the 3 bullet on the screen at a time limit, I've got that done. I'm talking about pressing shoot really quickly 3 times and getting very close together shots. Later Megaman games don't let you do that.
The major problem is that I'm basing the engine on Daniel[Crazy_Productions]'s Megaman X engine. The way it handles the charge effect gives me some crazy results if I set the shoot events to only occur after a certain time passes (i tried sounds, animations, and counters to calculate time). Much thanks in advance to anyone who even tries to help me out.
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Visit Khazm Games at www.khazm.tk
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Kramy
Registered 08/06/2002
Points 1888
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27th July, 2003 at 21:58:24 -
Hmm....try using a wait counter
If wait counter = 3
shooting events check out(button pressed, etc.)
then...
shoot and set wait counter to 0
Then add this event:
Every #### seconds
add 1 to wait counter
I usually set it to 0.20 seconds, but for shooting you might want to raise or lower it, depending on your weapon.
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If you have different weapon types, add a weapon counter.....
when your character picks a weapon, set the weapon counter to a corresponding value
then add these events...
Weapon counter = 1
Every #### seconds
Add 1 to wait counter
-----Example-----
Weapon counter = 1
Every 0.50 seconds
Add 1 to wait counter
Weapon counter = 2
Every 0.25 seconds
Add 1 to wait counter
Which would make the second weapon more rapid fire.
Kramy
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ShadowCaster Possibly Insane
Registered 02/01/2002
Points 2203
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28th July, 2003 at 06:10:59 -
An easier way, I think, would be to use an internal flag of the main character. Then you dont need to count to three, you can just go:
+ Internal Flag 1 of Character is On
+ Every 01''00
- Set Internal Flag 1 of Character to Off
That may cause problems with the timer (i.e. if your at 3 seconds when you click, then it'll reset almost instantly)... but that can be fixed easy if your using MMF 1.5.
Mike
"Now I guess we're... 'Path-E-Tech Management'" -Dilbert
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The DogCow
Registered 07/07/2003
Points 83
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28th July, 2003 at 17:10:29 -
Already tried that method (as I stated in my post). It would work if not for the way the engine handles charging a weapon. Thanks for the attempt.
Know any other ways? I have a half-assed way right now that might or might not be affected by how fast your computer is. Gonna try it on my other PC.
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Visit Khazm Games at www.khazm.tk
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mrEkli
Registered 02/07/2002
Points 169
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28th July, 2003 at 23:49:03 -
Just disable shoot if Bullets >= 3. Just as simple as that. Put that into the shoot event.
[ACT Workz] http://azure.xn-1.com
[NeWKleaR Studios] http://newklear.com
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Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
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29th July, 2003 at 01:37:52 -
aZuRe - He said he didn't want that style.
.....I'm not talking about the 3 bullet on the screen at a time limit, I've got that done.....
The DogCow - Maybe you should make your own engine from scratch, then you could customize it to your own will.
-Andy
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy
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mrEkli
Registered 02/07/2002
Points 169
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29th July, 2003 at 03:05:54 -
Sorry... My bad. Read too fast.
[ACT Workz] http://azure.xn-1.com
[NeWKleaR Studios] http://newklear.com
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The DogCow
Registered 07/07/2003
Points 83
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30th July, 2003 at 21:19:08 -
I redid the way uncharged shots are handled (the new way is better than the original engine) and I got the timing to work now! Yippie!
Oh, and I'd love to do my own engine, but this is my first TGF project. I need to look at what someone who knows what they're doing did in order to learn. If I hadn't started using this engine, I would have never learned of the magic of the Fastloop Object.
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Visit Khazm Games at www.khazm.tk
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