Comments: 17
GSavonitti [2018-02-08 05:11:52 +0000 UTC]
add a flame flick on the last frame and it will be perfect!
really good job!
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baranot3nshi In reply to GSavonitti [2018-02-09 02:40:46 +0000 UTC]
oh boi this stuff is old and ugly haha I wanna remake the whole thing just looking at it!
I think my thoughts on it were "it's gonna be on screen for a second so I don't need extra frames for that"
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transthepsycopath [2015-06-23 02:56:09 +0000 UTC]
well instead of learning to code a game your self why not use stencyl its a really good game making software that uses a drag and drop system for the game stuff like making a character solid and making it able to move. even the game physics are easy to do. it has an optional coding system for more advanced stuff and i think it can run a game on unity you just need to read its tuterials.
would you like a link to there site
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AshDarkside [2015-05-24 09:02:24 +0000 UTC]
What part are you unsure about? Setting the character up in unity or the actual code to use?
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AshDarkside In reply to baranot3nshi [2015-05-25 23:42:02 +0000 UTC]
There is a lot that I don' know (what language you use, what setup you have for the character, etc) which prevents me from giving you the exact code.
Also, there is a number of different approaches to attack coding:
1-Raycasting- by using the raycast function, you you can detect enemies in front of the character and damage them if they are close enough to be hit by the attack.
2-Hitbox- by instantiating/enabling a collider in front of the character you can detect enemies in the hit area defined by the collider and damage them.
3-Animated hitbox- This would have the hitbox move with your animation if you want the hammer to hit targets along the swing path instead of only at the target.
All of these approaches can be triggered with a function called by an event in your animation clip. I'll assume you have basic knowledge of coding.
To trigger the attack itself, and its animation, you'll need an input detector in your update function:
if (Input.GetButton("Attack1")){
animeState=1;
//put in any other function you want to run when attacking
}
Assuming that the transition condition from idle animation to attack animation is animeState=1.
You can have another event at the end of the attack clip to reset the animeState to 0 (assuming that is the number corresponding with idle).
I hope that helped. Feel free to ask if there is anything that isn't clear or if you have more questions.
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baranot3nshi In reply to AshDarkside [2015-05-26 16:35:39 +0000 UTC]
hey, thank you very much! that was actually quite helpful! I'm workin with C#, so the code should work! I want to try the Animated hitbox, since it seems the smoother option.
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AshDarkside In reply to baranot3nshi [2015-05-26 18:03:46 +0000 UTC]
I am glad to be of assistance.
Keep in mind that the position of the hitbox and the detection of enemies in it happens at the frame rate. This would mean that fast and small enemies (or anything that is supposed to be hit) may slip through if the hit box is small or the frame rate is low (or the animation is too fast).
A possible solution would be to stretch the hitbox along the path of the swing to make sure it catches enemies even during the faster parts of the animation.
And feel free to send me a note anytime you have questions regarding game design or development. I may not know everything, but I might be able to guide you to where you can find the info you need if I don't have it.
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baranot3nshi In reply to AshDarkside [2015-05-29 04:41:35 +0000 UTC]
Thanks! That's really appreciated! I'll ask if I need something then ^^
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KaleoTH [2015-05-23 20:56:34 +0000 UTC]
cool
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pandcorps [2015-05-23 16:52:22 +0000 UTC]
This is so good!
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