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Newbie Asks: How do you Deal with Interactive Moves?

PostPosted: Tue Apr 17, 2012 12:05 am
by ggesterGamePro99
By Interactive i mean there's an enemy and the player bear hugs him or choke holds him for example.
So the characters now can't do individual moves...they are both on one single image.


Which means , do i have to make one of the characters invisible and then on the player actor..i should change the images to an image sequence which contains both characters?

Other examples of what i mean:

1. Bear hug
2. Player choke holds enemy or vice versa
3. PLayer Kisses a girl character
4. Player Hugs another character
5. Enemy grabs player's leg and player tries to get out of that hold.
Etc.
These are images where both characters would connect, so i dont know how to do that.
But my idea is that you make one character invisible and just put the images on one of the characters( Player or the enemy)

Re: Newbie Asks: How do you Deal with Interactive Moves?

PostPosted: Tue Apr 17, 2012 12:26 am
by skydereign
You can do it that way, where one of the actors has an animation for both of them (while making the other actor invisible). Or you can position them correctly, and change both their animations. To actually lock them until the action is finished, you can either use EventDisable or something like the state method. I'd recommend using the state method, since it is an extremely useful system to use for anything you do in gE. You can take a look at it here. http://game-editor.com/State_Method

Essentially the idea is you have a variable that determines what the actor is doing. That way on any input, you can check what the actor is doing, and determine what the actor should do. In the case of the bear hug, you would change it to something that can only be reset by the end of the bear hug.