Devil Metal Knight wrote:Okay... I'm making a Super Smash Bros game and I need to know how to do the following.....
#1- How do i make the Heath Text thing and how do i make it so when it get's higher they fly farther. Also how can i make it so it can only go up a certain height?
#2- How do I make the enemy and I fly when getting hit just like the above?
#3- I need to know how to switch character like I choose Mario and i'm mario and I choose the enemy Bowser and the enemy's bowser ect.?
#4- How can i jump a max of 5 times for a character like Kirby's jump?
#5- How can i make a fire ball launch from mario's attack? And when it hits someone it takes a certain type of damage?
( A Must Know!) #6- Charged Attacks? How can I do it?
#7- How do I make it so when you fall off to far, too high ect. and you die?
#8- How can I make lives or stocks?
That should be it. please answer them and NO demos because they don't work on my GE. This will be Very HELPFUL and you get credit in helping me...... In the ending Credits.
man do you need help..........ok ill help in some of it. for the text health i think a couple of text actors would work fine, and when you get hit you could use something like: text.textNumber=text.textNumber+1; // on that, text is your text actors name and the 1 is the damage dealt
making them fly away could just use velocity on collision, or a physical response. as for making them fly farther with more damage could be like, on collision:
xvelocity=-0.1*text.textnumber; // on that they fly to the left multiplied by the damage they have
as for switching characters youll need multiple actors(or 1 for each player and coding for seperate animations) and when something is triggered create the actor for the player. jumping 5 times can be easy (alot of people use the variable canjump i use ajump, which stands for allow jump) instead of having it when you jump ajump=0; make it ajump=ajump-1; that way you can jump for how high ajump was (on collision with ground it should be ajump=5; or something)
for shooting stuff use a keydown event that creates a seperate fireball actor that moves towards the enemy and hurts them
a charged attack can be if you hold the button it pauses the animation and then continues when you let go for more damage
as for making the character die when its too far, you could use an out of vision event or on draw actor something like: if(y>1000)DestroyActor("player");
and finnally lives can be a variable that on a destroy actor event it lowers the number and when its 0 the actor doesnt come back
-phew-, well if you need more help theres topics based on many of the things you wanted
PS the super smash style screen is pretty complicated but i have a demo for...it........nvm you said demos dont work......