Wow these are amazing
I know I don’t have a say in any of this but I love them
Is anyone going to think about my suggestion for the Character Selection? as to have a Variable that if true spawns a clone of the character to the Spawn.x and Spawn.y and only have the attack functions activate only in the conditional expression of if(this.isClone)? Or are we going to be listing the attack movesets before we make the Character Selection?
I am pretty sure there is another way to go about selecting characters instead of using the booleans for each of them. Plus we already have a working attack code (thanks to pkhead)! is there a reason to why we would need this?
So the off screen parents get cloned to the screen, and only the on screen ones will attack because they’re clones. I’m not saying change the attack funcs, im saying only have them activate if the player clip is a clone, because of afformentioned Boolean cloning the off screen parents to the screen if True
From what I understand after reading the code, only the PLAYER clip does the attacking. The character clips are the one that’s keeping the data of the character for the player clip to use.
oh, so then clone the Character clips and only have the data be USED if it is a clone.
The player clips are already doing that. It only ever uses the data of the clone that the player clip itself has cloned.
Ok how do you suggest the Character Selection work? Because I would do it that way but im not that advanced at coding
An idea i have is arrays. We create an array that has all the character’s names in the same order as the character selection.
Then we use the string variable project.P1
& project.P2
to get the character name’s index (or their position) in the array and clone that character.
I’m working on Baron’s animations for now, but we could use arrays to theoretically make it work.
ok so basically what I said but w/ an array? makes sense
Actually I’m pretty much finished with making the Character Select functional (i only built off from Hamzah’s code), so I’ll just animate Baron’s moveset instead
Another way that I think we can use is make one variable that is set to the index of the child clip that represents the selected character
EDIT: I see what u mean now, nevermind that, both ways do work, but ur method seems best
oh, uh kringle, so i was gonna post something yesterday and i must have been cut off by my parental controls or something.
don’t spend too long animating my character. i plan to change it at some point so it’s not a stick figure and a box. i want to make it have… limbs… and i want to remove the binary thing cuz it’s a bit strange… idk. … … and i want to have a navy blue hoodie. (you don’t need to animate this, i will do it. or if you really want to animate it, i’ll make the character and you animate it.)
i was gonna ask you to use this to assist you and make the animations “accurate”, but it actually doesn’t really matter, since i’ll probably change my character soon. My Project5-15-2021_17-29-39.wick (10.2 KB)
keep the animations you’re doing, and when i make my new character, i can use your animations as a template to swap the old one for the new one.
link? please
Hey so i made the normal attack animations for baron and I want him to do a multi-animation where if you attack again a different animation plays, but…
it somehow it threw an error when I try to stop the animation clip?
I placed the frames in a different clip, and it’s working now
i know you said it’s working now, but what if you just used stop() instead of this.stop()? i think since it’s in a frame, there’s no “this”, that would only apply for a clip with a timeline inside that needs stopping.
it gave the same error
can I see the file?
Yay baron is now a character!
- Baron has his own attacks (almost)!
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Made the character clip and hitboxes follow the EXACT position of the player clip! yay!
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Made the select screen somewhat functional, using the other characters that are not added will probably break the game (and I don’t know how to make the fade thing work without it playing on the previous selected character).
…and no I don’t think I’ll let Peralfa be accessible. They’re more of just a character creation preset to copy and use for yourself.
- I couldn’t find a way to cause hurt players (who has high velocities) to bounce off walls. so.
I didn’t add anything else to this update unfortunately.
now have fun…
Go on! Scoot! (:D)