How do I make air combo like this?

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  • Ok so I been messing around with trying to pull of air combos like in this video. Hitting the enemy while still in the air and they stay until the combo is finished or until you stop attacking. I did things like on collision with another object move enemy in so and so direction or set gravity to whatever for like 5 seconds but it's not really smooth or cool looking lol does anyone have other ideas I could try? I wanna do like in this video... shooting or sword swings. When enemy is shot they kinda lift up off the ground or hit with like a sword launch attack they fly up in the air ready to be beat down haha. Basically look at this video and you'll see the cool air combo stuff, thanks guys!

    https://youtu.be/P2x2t3VbxfA

  • Hello,

    It depends how your enemy is set up initially. If I were to try to do a similar air combo effect in Construct I would give my enemies the "Platform" behavior. Then when you hit the enemy I would modify their Y vector parameter to move them in an upwards direction. Once they are in the air you could keep re-applying the Y vector movement every time they are hit in the air.

    You could also modify their max fall speed to make it more floaty when they are being hit. Though be sure to reset the fall speed once the air combo is over and you want them to fall to the ground at normal speed. And you would probably want to vary the amount of Y vector motion depending on the size of the enemy.

    It would take a lot of tweaking to get just right, unfortunately there is no quick and easy way to do air combo's buttery smooth like in Marvel vs Capcom. There could possibly be a plugin for it or something in the Scirra store you could buy, but I have never searched for one.

  • Hello,

    It depends how your enemy is set up initially. If I were to try to do a similar air combo effect in Construct I would give my enemies the "Platform" behavior. Then when you hit the enemy I would modify their Y vector parameter to move them in an upwards direction. Once they are in the air you could keep re-applying the Y vector movement every time they are hit in the air.

    You could also modify their max fall speed to make it more floaty when they are being hit. Though be sure to reset the fall speed once the air combo is over and you want them to fall to the ground at normal speed. And you would probably want to vary the amount of Y vector motion depending on the size of the enemy.

    It would take a lot of tweaking to get just right, unfortunately there is no quick and easy way to do air combo's buttery smooth like in Marvel vs Capcom. There could possibly be a plugin for it or something in the Scirra store you could buy, but I have never searched for one.

    Yeah i was thinking of something like that but i was gonna have it so any time enemy gets hit they jump and then set the jump to something small so they don't fly up too high and also change the animation of the jump to damage lol but your idea might work better so thanks for the tips! i'll see how it all works out.

  • I created a sample .capx file for construct 3 if you would like to try it out for yourself and see if it suits your needs. It's pretty basic and you should be able to run it on the C3 free version. It would be easy to recreate in C2 if you find it helpful.

    Let me know and I can post it for you.

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  • I created a sample .capx file for construct 3 if you would like to try it out for yourself and see if it suits your needs. It's pretty basic and you should be able to run it on the C3 free version. It would be easy to recreate in C2 if you find it helpful.

    Let me know and I can post it for you.

    yeah that's sound good. I would like to check that out, thanks!

  • Hi!

    Here is the C3 example file: https://ufile.io/trwnj

    Just tap on the guy to start the combo launcher and keep tapping on him to continue the combo. You can replace the tap with a collision from another sprite doing an animation attack and it should work exactly the same. Then once the character is launched you can trigger a jump input on your attacker to follow up the launcher with some air juggle animations.

    It should be pretty straight forward with the comments, but let me know if you have any questions.

    I hope this helps you in some way <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

  • Hi!

    Here is the C3 example file: https://ufile.io/trwnj

    Just tap on the guy to start the combo launcher and keep tapping on him to continue the combo. You can replace the tap with a collision from another sprite doing an animation attack and it should work exactly the same. Then once the character is launched you can trigger a jump input on your attacker to follow up the launcher with some air juggle animations.

    It should be pretty straight forward with the comments, but let me know if you have any questions.

    I hope this helps you in some way <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

    Thanks a lot! I'm definitely gonna dig deep into this and see what I can do with it. I'll for sure let you know if I have any questions. Thanks again!

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