O Ilusionista
Captain 100K
(or moves like Jagger, lol)
I need some help for a complex thing here. I need to make a charge power like in Mega Man games, but there are some points involved on it and its a bit complex to me to handle alone. I understand all the logic on it, but I still lack the knowledge to make it BOR (while I can do in mugen).
How the move works?
1- You hold ATTACK button to chage power. The charge counter (not visible, just a variable) can store up to 3 values (lets say 0-99, 100-199 and 200-299). it increases its values in 1 per tick. Lets call this "levels"
2- The player should blink quickly from the normal palette to a hidden palete to simulate the effect (or a drawmethod is enough). Each "level" uses different colors (palette or drawmethods)
3- While holding, everytime you blink, a sound effect is played (and not a big sound file because I don't see something "StopSND" like we have in mugen). Or there is a way to stop a specific sound once we get hit?
4- once player release the button and is in idle animation, walk animation or jump animation, it will spawn a projectile.
5- The projectile entity will change based on which "level" you are. So, for level1, its one projectile, level2 uses another one and level 3 will use yet another one. Each one will have different sprites, velocities, etc...IOW different entities. (or not, if there is a smarter way to do it)
6- If you release the button, but you aren't on the possible animaions (check item 4), nothing happens and the counter resets itself. If you are hit while holding the button, the counter resets.
7- I need to spawn an effect, which will be bind to the player, which acts as a level indicator. It needs to change its animation based on the "level", so it will have 3 different levels.
Can someone give me a hand with that?
I need some help for a complex thing here. I need to make a charge power like in Mega Man games, but there are some points involved on it and its a bit complex to me to handle alone. I understand all the logic on it, but I still lack the knowledge to make it BOR (while I can do in mugen).
How the move works?
1- You hold ATTACK button to chage power. The charge counter (not visible, just a variable) can store up to 3 values (lets say 0-99, 100-199 and 200-299). it increases its values in 1 per tick. Lets call this "levels"
2- The player should blink quickly from the normal palette to a hidden palete to simulate the effect (or a drawmethod is enough). Each "level" uses different colors (palette or drawmethods)
3- While holding, everytime you blink, a sound effect is played (and not a big sound file because I don't see something "StopSND" like we have in mugen). Or there is a way to stop a specific sound once we get hit?
4- once player release the button and is in idle animation, walk animation or jump animation, it will spawn a projectile.
5- The projectile entity will change based on which "level" you are. So, for level1, its one projectile, level2 uses another one and level 3 will use yet another one. Each one will have different sprites, velocities, etc...IOW different entities. (or not, if there is a smarter way to do it)
6- If you release the button, but you aren't on the possible animaions (check item 4), nothing happens and the counter resets itself. If you are hit while holding the button, the counter resets.
7- I need to spawn an effect, which will be bind to the player, which acts as a level indicator. It needs to change its animation based on the "level", so it will have 3 different levels.
Can someone give me a hand with that?