Project Discussion
Moderator: tr1p1ea
I hope this game will use the proper state machines necessary to do moves in general. Otherwise it's just another Sam Heald Zelda with enemies which instantly are shifted backward 16 pixels when hit, instead of a proper transitionary time, where the enemy is inverted/flashing and moving backwards. Stuff like that really matters, and is the difference between noob crap and good games.
You know your hexadecimal output routine is broken when it displays the character 'G'.
- tr1p1ea
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Currently it allows for *anything* to happen when a character is attacking/hit. Movment in any direction for any number of frames and their sprite can be changed to any sprite in the game.
Punching is 3 frames: wind up, the punch and the wind back.
Being hit by a soft punch will make the char move backwards a little. Being hit by a powerful punch will make them slide backwards for a certain number of frames.
Is that what you are talking about?
Punching is 3 frames: wind up, the punch and the wind back.
Being hit by a soft punch will make the char move backwards a little. Being hit by a powerful punch will make them slide backwards for a certain number of frames.
Is that what you are talking about?
- Super Speler
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- Super Speler
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- calc84maniac
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- tr1p1ea
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Super Speler, there is a screenshot thread in this section of the forum:
http://kvince83.tengun.net/maxboard/viewforum.php?f=26
calc84maniac, larger hits will incur a larger repocusion .
http://kvince83.tengun.net/maxboard/viewforum.php?f=26
calc84maniac, larger hits will incur a larger repocusion .