For the game that I am currently working on, I've run into a bit of confusion with my situation.
Collission against Background
Here's our character, on a street. Now because she is only human, I want her to only be able to walk on the road portion of the street- not the wall behind her.
Do I create an invisible solid object at the junction where the road meets the wall to prevent her from going onto the wall?
Different Collisions with different effects
Now, here's our character attacking:
As I have it now, the collision box is set to a small rectangle where her shadow is to make it so that she can appear over the wall as if right up against it, but not actually on it, or behind enemies to give an illusion of 3D depth- How do I set it so that when the sword collides with an object, the object hit will take damage?
Likewise, if she's attacking, and gets interrupted, it should stop attacking and switch sprites
How do I make sure that if the enemy's weapon hits the character outside of their collision box but on the character then they will take damage. Should I make the collission box a bit larger to allow that, or is there another way, such as a mask, that I can use?
Moreover, how do I set it so that if the character is attacked mid-action (movement/attacking), then they will stop that action and immediately switch to the injured animation?
Look at the animation frames below
As you can see, each sprite does not have the same origin- what can I do to make sure that the origin of her in the Idle pose will match that of her attacking so as to not have the character glitch and shift the collision box around?
Lets say that the player moves to the left.
However, the Idle pose has the character facing right-
is there a way to retain the direction of the movement so that if the character stops moving left but starts moving up, down, or idles, then they will retain their direction and wont automatically turn to the right?
Say the player has the Up and Right arrow keys pressed- how do I make it so that the character will move in the diagonal? Do I need to create an if-else for the right and left movement events to check for the up/down arrow keys being pressed?
Lets say a character has been defeated-
How do I make the body flash and at increasingly rapid pace and then dissappear, then trigger the next character to come in?
When the character is defeated, how do I make a graphic come in fast from the side of the screen, slow to a crawl so the player can read, and then speed back out? Is a path the best system for this, or should I write an event as to keep it centered on the character?
Thank you in advance for your help- these issues have been giving me trouble and I cant figure out which commands need to be put in what order to accomplish the tasks.
I`m a noob but i`ll try to help, since it`s too sad to see a so worked topic without any reply...
The defeated character coud be a diffrent sprite, i mean, the character (which looks very nice, you did it?) dies, then you change the sprite to a new one with the flashing animation included.
The diagonal movement is automatically created IF you use jump to position, i think you are using "left key pressed - Move on direction" i was using that too but the jump command works better and creates diagonall movement just by pressing left and down together, just set on the "relative" flag.
For the wall problem, if you make the lower part of the wall "non-passable" you won`t be able to jump near the wall. the chara will collide with the wall, use the shadows technique, explained on the "adding deepth" tutorial you can find it on the official tutorials
I wanted a 2.5 D game too, but I gave up, too many troubles with collision, (mine was a shooting game) jumps and so on.
so i decided a false 3d.