On youtube there are no good video's on how to make fighting game combo's could someone please make one. (Particularly one that show's how to make a combo where you press one button three times and all three parts of the combo are activated.) One that works smoothly and does not skip over the sprite image sequence or anything like that. This wont only help me a lot but just about every one who wants to make a fighting game. Please someone help me!!!
someone make a how to make combo's video
Started by Fluke367, Jun 21 2012 08:39 PM
5 replies to this topic
#1
Posted 21 June 2012 - 08:39 PM
#2
Posted 22 June 2012 - 06:06 AM
This question has been asked and answered before on these forums, I believe. This is a simple problem with a simple solution. Use variables.
And no, I cannot post a video for you. I don't think this simple problem requires a video demonstration anyway.
If you try this out with your game and can't get it to work right, post back here and I, or someone else, will try to help you further.
And no, I cannot post a video for you. I don't think this simple problem requires a video demonstration anyway.
//create event. key1 will be how many times you pressed the attack key. In case you don't know, this is a variable and can be named whatever you want, like key_space or atkkey or whatever as long as it has no spaces in it.
key1 = 1
key1cooldown = 0
//step event, subtract 1 from combo1cooldown
key1cooldown -= 1
if key1cooldown < 0
{
key1 = 1
//if player waits too long to press key again, combo resets
}
//key press event for attack
if key1 = 1
{
//perform first attack in combo
}
if key1 = 2
{
//perform second attack in combo
}
if key1 = 3
{
//perform third attack in combo
}
//set the combo forward one attack
key1 += 1
//set the cooldown for 30 steps. You could change this to 20 or 10 to make the player have to press the keys faster to activate the combo. I'd recommend a low number like 5, but it depends on your game and your room speed.
key1cooldown = 30
//reset combo to 1 after third attack
if key1 > 2
key1 = 1
If you try this out with your game and can't get it to work right, post back here and I, or someone else, will try to help you further.
Edited by eyeCube, 22 June 2012 - 06:07 AM.
#3
Posted 22 June 2012 - 06:10 AM
Please do not post requests like this. If you want to know something, ask and you will be guided in the right direction, but suggesting that someone makes a video is not really what the forum is about...
#4
Posted 25 June 2012 - 08:47 PM
Alright, it works but the only problem I'm having is that when I press the event key three times for the combo the sprites I set up for the combo skip over each other. And that make the combo look unatural, and if you have ever played a fighting game before you know when you press the button for the combo each image for the combo play's completely before moving on to the next. Please tell there's some way to do that in gamemaker.
#5
Posted 25 June 2012 - 09:02 PM
variable...
when you are making the combo, meaning pressing the combo buttons in the correct order you set this variable to a specific value.
for example the variable is: global.cv
if you do combo 1, then global.cv=1
at animation end event, if global.cv=1, then sprite_index=the_next_attack_animation_in_the_combo
if gloval.cv=2, then sprite_index=the_next_animation_in_the_second_combo
if gloval.cv=3, then sprite_index=the_next_animation_in_the_third_combo
if gloval.cv=0, then the combo has failed and you set a standart sprite...
Hope you understand my idea...
when you are making the combo, meaning pressing the combo buttons in the correct order you set this variable to a specific value.
for example the variable is: global.cv
if you do combo 1, then global.cv=1
at animation end event, if global.cv=1, then sprite_index=the_next_attack_animation_in_the_combo
if gloval.cv=2, then sprite_index=the_next_animation_in_the_second_combo
if gloval.cv=3, then sprite_index=the_next_animation_in_the_third_combo
if gloval.cv=0, then the combo has failed and you set a standart sprite...
Hope you understand my idea...
#6
Posted 26 June 2012 - 05:43 PM
actually I tried it but I really dont understand I tried to use your idea with the other guys code. Could you explain it better.
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