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#21 Zoltan Kriven

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Posted 19 June 2012 - 02:19 PM

2 things I see right off the bat that you will no doubt want to add to your game are, 1: shoot fireballs in 4 directions instead of just one, (that one should be easy enough to figure out on your own) and 2: Your enemy needs to be able to move to dodge the fireballs, making him more challanging to hit. You should probably add event to the player. Event-Other-Intersect Boundary then put in that event drag and drop var set it to x = xprevious, then another drag and drop var set it to y = yprevious. This will stop the player from going off the screen.
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#22 segasonic5

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Posted 19 June 2012 - 08:10 PM

2 things I see right off the bat that you will no doubt want to add to your game are, 1: shoot fireballs in 4 directions instead of just one, (that one should be easy enough to figure out on your own) and 2: Your enemy needs to be able to move to dodge the fireballs, making him more challanging to hit. You should probably add event to the player. Event-Other-Intersect Boundary then put in that event drag and drop var set it to x = xprevious, then another drag and drop var set it to y = yprevious. This will stop the player from going off the screen.


That was just a test game,it's something that i made to look like an engine,the game that i'm creating is a fighting game not a shot game
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#23 Zoltan Kriven

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Posted 19 June 2012 - 08:38 PM

Okay, then you don't need to be able to shoot in 4 directions. But, concider having a different sprite for each fighting move, then do a collision check and a sprite check to see if the player does damage to the enemy or not. For example:
R press event for Player_1_obj:
change sprite to punch_1_spr; <--you can do this part in drag and drop

then in your enemy_obj collision event for collision with player_1_obj
if player_1_obj.sprite_index == punch_1_spr && enemy_obj.sprite_index != block_spr
{
enemy_obj.health -= 10;
}

This can also be done using check var drag and drop to check the sprite and a set var to subtract the health. Writing the code for it was just faster for me is all. The enemy_obj.sprite_index != block_spr means if the enemy sprite does not equal block_spr or if he is not blocking.
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#24 segasonic5

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Posted 20 June 2012 - 04:33 PM

Okay, then you don't need to be able to shoot in 4 directions. But, concider having a different sprite for each fighting move, then do a collision check and a sprite check to see if the player does damage to the enemy or not. For example:
R press event for Player_1_obj:
change sprite to punch_1_spr; <--you can do this part in drag and drop

then in your enemy_obj collision event for collision with player_1_obj
if player_1_obj.sprite_index == punch_1_spr && enemy_obj.sprite_index != block_spr
{
enemy_obj.health -= 10;
}

This can also be done using check var drag and drop to check the sprite and a set var to subtract the health. Writing the code for it was just faster for me is all. The enemy_obj.sprite_index != block_spr means if the enemy sprite does not equal block_spr or if he is not blocking.


I add to change the code to fit in my game but it displays an error
It says:


___________________________________________
ERROR in
action number 1
of Collision Event with object Kid_Goku
for object Piccolo:

Error in code at line 1:
if Kid_Goku_obj.sprite_index == punch_1_spr && enemy_obj.sprite_index != block_spr
^
at position 4: Unknown variable Kid_Goku_obj
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#25 Zoltan Kriven

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Posted 20 June 2012 - 04:58 PM

sprite index is a var, but I dont think it registers as a var unless you set it in the create event just like any other var. It also does this with the var called visible. So whatever you want the sprite to start off as, just put in your create event for that object, var, sprite_index, set it to the name of the sprite you want that one to start off with. If that doesn't fix it, then I don't know what is causing this error other than maybe a typo.
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#26 segasonic5

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Posted 25 June 2012 - 02:58 PM

Thank's that fix it but now im with a problem:I dont now how to make a AI
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#27 dev13

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Posted 25 June 2012 - 06:08 PM

Hello I'm making a dbz game. The game is like buu's fury and I have the following working, charging,4 attacks depending on direction, 4 ki blasts in direction facing,blocking, but I cant get the kamehameha to work. I want to charge it up and its length be relative to the amount I charged it, and for it to move in the direction i'm facing(I know how to do the directions)
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#28 segasonic5

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Posted 25 June 2012 - 06:40 PM

Hello I'm making a dbz game. The game is like buu's fury and I have the following working, charging,4 attacks depending on direction, 4 ki blasts in direction facing,blocking, but I cant get the kamehameha to work. I want to charge it up and its length be relative to the amount I charged it, and for it to move in the direction i'm facing(I know how to do the directions)


I can't do energy beams neither but do you now how to make an AI?
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#29 dev13

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Posted 25 June 2012 - 06:46 PM

Nope I made a post about that it should be a couple posts under this called enemy A.I. their is a code that makes the enemy face your characters direction but doesnt move toward him. But I have some A.I. knowledge tell me about your game is it like a DBZ buu's fury or jump ultimate stars type of fight.(What i mean by that is can your opponent move in four direction or do they move left and right?)


EDIT: I can show you how to make health and a ki bar for your main character

Edited by dev13, 25 June 2012 - 06:51 PM.

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#30 segasonic5

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Posted 26 June 2012 - 01:33 PM

Nope I made a post about that it should be a couple posts under this called enemy A.I. their is a code that makes the enemy face your characters direction but doesnt move toward him. But I have some A.I. knowledge tell me about your game is it like a DBZ buu's fury or jump ultimate stars type of fight.(What i mean by that is can your opponent move in four direction or do they move left and right?)


EDIT: I can show you how to make health and a ki bar for your main character

I now how to make health but i dont now how to make ki,and my game is like dbz super sonic warriros(or jump stars) but it also has Boss battles(i now how to do those) and dragon missions(like "find the dragonballs") and mini games and it also has a hub world(in this case like dbz buu's fury) so it's rather a combination of games

Edited by segasonic5, 26 June 2012 - 01:39 PM.

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#31 Zoltan Kriven

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Posted 26 June 2012 - 04:07 PM

I think I can fix your energy beam "Kamahamaha". Unfortunatly my fix requires you to make about 20 different sprites just for 1 direction of Kamahamaha. You may be able to get away with using these same sprites for all directions if you are good at sprite rotation. Ask around first. If someone has a simpler fix, use their method. However if you can't find another way, then PM me.
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