Melee Combo Animation [SOLVED]

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Post » Wed Jan 29, 2014 9:01 am

Hi guys, I've researched all threads about the combo system for beat em up game, the problem is I found nothing about the solution.

This thread is still unsolved after all.

http://www.scirra.com/forum/how-do-i-press-double-a-to-double-punch_topic55443.html

I'm trying to make it perfect like the old games on the consoles, but at this moment I didn't like this result, I'm looking a flexible solution, like you can press like 2 or 3 times, it should add 1 to variable, it will next combo animation when used animation is finished.

I've created a .capx with setup. There are 4 animations for attack combo.


https://dl.dropboxusercontent.com/u/76227787/Combo_Problem.capx


Thanks in advance!Joannesalfa2014-01-29 12:17:43
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Post » Wed Jan 29, 2014 9:38 am

I made one without Timer..

ComboHit-noTimer.capx

I made it so that when any animation finishes and the combohit counter is still at that animation the counter is reset and the animation goes back to idle.
You could add extra conditions to only add to combohit when the right animation is playing.
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Wed Jan 29, 2014 12:17 pm

@LittleStain

That's perfect! This is decisive solution. I didn't know it should add 3 conditions of a variable that could work like a charm.

Thank you!
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Post » Wed Jan 29, 2014 12:35 pm

Come to think of it, you could remove all the Combohit=0 checks actually, because it's only resetting it to 0 after animation has run.
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Wed Jan 29, 2014 12:46 pm

@LittleStain I've noticed these inusual conditions but I decided do not touch them until you consider it and I removed them.

Thanks.
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Post » Sun Mar 23, 2014 5:08 pm

I was working on something similar to this and this post really helped out a lot. Thanks.
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