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Attack which summons A LOT of objects
#1
Sorry its me again ;D
so there are some attacks which i have no idea how to code them and i also cant find any tutorial...

I'm talking about special moves which summon hundreds of objects (the same object just a hundreds times) ... i remember a move from a mod there deep summons a lot of swords from the ground hitting all enemys on the screen, or gaara from NTSD there he summons some sand attacks from ground

something like this
... I think that the T3 object oppoints itself , but wouldnt there be a very high amount of frames to do that?
and also the objects are all summoned on a different place ...
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#2
The best way i know which this can be done with is by opointing a t3 object that moves forward for a while. It will be opointing the other attack objects on its way. For the movement in the z-axis, the first opointed object which is moving forward opoints 2 objects which moves in the z axis opointing the attacking object. As this only cover one side, you will have to opoint that 2wice using facing: 0 (forward) for the first opoint, and facing: 1 (backwards) for the second opoint.
Hope that helps.
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#3
When you spawn them all sequentially, you'll, of course, get a delay where objects appear one after the other. You can counteract this with smart timing: let's say we spawn an object at frame 100 (which will go to frame 101 after 1 TU). 1 TU later, we spawn the next at frame 101 and continue this. Thus, we have a couple objects that are all at the same frame. This idle-phase can be invisible (something along the lines of pic: 999 and state: 3005). Now, that works if you have <10 objects to appear simultaneously. However, you can nest this stuff. Spawn 10 objects which will, themselves, spawn 10 actual objects. You'll end up with 100 objects after around 20 TUs. If you nest it even deeper, you can spawn a ridiculous amount of objects in a very short time (1 spawns 5 that each spawn 5 that each spawn 5 "actual" objects will result in 125 objects after 15-ish TUs).
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