Hey!!!!! It's me the ukrainian knight!(lol) Hey i was wondering how you make your character attack without shooting something like say Zero from megaman attacking with his sword and hitting people? Huh how do yall do it?
Space Bar is pressed:
Change animation of GUY to Attack
If Collision between GUY and MONSTER
+ GUY animation = Attack
Destroy MONSTER.
Could be very buggy, but thats as simple as it gets. Im guessing (No offense whatsoever) that your skill level is begineer, and you want somthing simple.
We are the music makers, we are the dreamers of dreams...
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+Only One Action when event loops
+Animation Sword Attack is playing
+Player is overlapping Baddie
+(Might work, might not)plus level of "Player"
=4(or what ever frame you want.)
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BTW: You can make a detector so that the collision isnt completely inaccurate.
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+Only One Action when event loops
+Animation Sword Attack is playing
+Player is overlapping Baddie
+(Might work, might not)plus level of "Player"
=4(or what ever frame you want.)
======================================================
------------------------------------------------------
BTW: You can make a detector so that the collision isnt completely inaccurate.
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I tend to have a weapon or attacking object at the player's action point at all times and activate it when the animation is playing. This allows the player to still be hit from behind and such.
I use the same system as aZuRe [Teom] and it works really well. If you make the attacking object create itself at the players action point for as long as the attacking animation of the player is playing into a transparent shrinking orb that deletes itself after it shrinks completely you also have a really cool effect.
Using an "attack point" (or whatever I should call it) is a good idea, yes, but it needs some fixing most of the time. you'll need to make it invisible, and it won't work if you only take "Always: Make [object] invisible". If the object is created each time you hit the attack button, it will quickly pop up a milisecond before it turns invisible. Very annoying. Of course, you could use "Set [object]'s position to 0,0 (action point) of [player]" instead of creating a new each time, but no matter how you do, make sure the object doesn't flash now and then, unless you draw it so it makes a cool effect.
Or you could have it not appear at all... The sword (not the collision check object) could be in the actual animation. The object should be set innately to invisible.