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Do you have any kind of abstract class?
Topic Started: Apr 27 2008, 10:36 PM (164 Views)
Tabuu
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I would like to put together some newcomers,

Do you have a fighting team yet? (ex: polygons, wireframes, alloys)

I have like 3 movesets planned out on paper.
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NeX
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The character sheets are tiles going left to right in equally sized boxes. On the top half is the main sprite, drawn behind the held item, and on the bottom half is whatever you want drawn in front (usually arm, hand but some weird characters may have really long hair that would cover up whatever they are holding). The transparency is defined by the sprite's alpha channel, although it is on-off transparency to prevent glitches.
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Tabuu
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I actually ment like a class or something, I have a moveset idea for Boo, but I'm not very good at making sprites, I can only make 8-bits.
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NeX
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How exactly do you mean "class"? Do you mean a moveset?
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Tabuu
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I assumed you had seperate files that defined each character.

C++ and Java call them classes

Visual Basic calls them Modules

Just something that could help me define a moveset in code.

Or I could just post the move ideas.
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NeX
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That does exist, although it's command based;

Quote:
 


On Action ( Physical Attack And Right,
Play Animation, Load Bow,
Set Self Frame, 1,
Cancelable Charge,

Throw Item, "WOODENBOW_PROJECTILE", 8, 0, 0, 1000, 0,
Play Animation, Release Bow,

Else,

Throw Item, "WOODENBOW_PROJECTILE", 8, 0, 0, 100, 0,
Play Animation, Release Bow,

Endif,
Set Self Frame, 0,
Wait For Animation End
)


If the physical attack button and right are pressed at the same time, the load bow animation is played and the item changes to frame 1 (this is from a bow). The command "cancelable charge" is ran, which waits until the animation is complete or the button is released. If the animation plays all the way through, the arrow is fired powerfully; 1000N of force. The script then jumps to the endif. If the player is attacked or the button is released, the code jumps to the else, causing it to be launched with a rather weedy 100N of force. Afterwards, the bow returns to frame 0 and the release bow animation, played in either case, is waited to end.

I imagine it looks pretty complicated, but with a half decent reference guide, it shouldn't be.

Each player has a specific item that they use when they are not holding a normal item; this item defines their standard attacks.
Edited by NeX, Apr 28 2008, 08:06 PM.
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