Some list of questions

  1. how do I make 4 actors(2 missile actors, 1 enemy actor and 1 player actor) attack each other?
  2. how do I make an animation hit an enemy?(most of my player actor characters are melee characters that needs to be near the enemy/ies to attack properly)
  3. how many layers should a game have?
  4. how do I add an additional temporary value to a player or ai/enemy actor to increase their damage/effect against each other?
  5. how do I add an additional temporary animation due to pressing of buttons?(touch screen buttons)
    [going to need this info for an attack combo while the active skills are unusable]
  6. Is there already a tutorial about when an actor equips an item, they'll have temporary additional stat, and will be removed if the equipped item is deleted/sold/discarded?

Comments

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    Here is my answer to the above. Basically you're asking how to build a whole game. That's just too much to answer in a post. My advice keep watching videos and learning. It does take months to learn GS well. You need to walk before you can run. Check out the videos over at GShelper, the cookbook and my videos which can be accessed by the link in my signature.

  • there aren't many animation-attack-melee tutorials.
    -> I need it for my melee type heroes.

  • natzuurnatzuur Member Posts: 304
    edited June 2014

    You need a base understanding of logic and system creation first. As @The_Gamesalad_Guru said this can't really be answered in a single post without typing a novel. I'll at least try and give you a general idea though.

    1. You'll need to create conditions and movement that allow for the actors to interact. So something like Player spawns missle. Missle moves toward X/Y of enemy. When enemy overlaps/collides with missle, do game.dmg to game.enemyheath, or reversed for player.

    2. Animations don't really "Hit". You can use when overlaps and colllides and game.attack is active or something similar for a rule to trigger when the animation is playing.

    3. As many as you need for your game.

    4. I don't know, you need to create a dmg system as outlined briefly above, and then add a modifier attribute to the dmg portion so game.dmg+game.dmgmod or however you choose.

    5. You'll likely want an animation system in place, you can do it with conditional logic, tables, or something else.

    6. Inventories are pretty advanced, tables and string manipulation are your friends here.

    I'm sure this brings up many questions. My advice is to tackle it one system at a time, and choose one small portion of that system to figure out each day. It's literally up to you how you create the systems, gamesalad may have pre-defined behaviors but that doesn't mean it has pre-defined systems for games. If you get really stuck after a specific issue, come ask on the forums. But don't expect a whole game to be laid out.

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