SamSuka
shaunjs
shaunjs

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[Progress] Weapons tutorial

I'm a little surprised this won the vote, but as it's a fairly simple topic I figure I can go a bit more "All in" with the video and present it with a lot of polish.

I'm setting up a system whereby you can use a data structure called a "ds map" to assign the properties of weapons, then simply swap between them on the fly. All in the context of a top down shooter thing.

Got a lot ahead of me to get this ready for Friday, but I'm feeling good about where this is going.

Source code for $5 folk will have some nice off-topic extras that the video won't really have time to get into, but that you can take a look at up close: the flashes, hitscan weapons vs projectiles, the bouncing slimes, etc.

If you've any thoughts, suggestions, comments, etc, you know what to do!

[Progress] Weapons tutorial

Comments

A new state is a clean way to handle it and in some situations might be ideal but most of the time isn't necessary and can overcomplicate future changes. I tend to have a section at the end of my state script that handles animations based on the circumstances. You can track things like "stateprevious" and whether or not you've completed a your transition animation or how long you've been in the state for and so on to manage these things naturally in the state script itself.

CONGRATS ON THE 1K DUDE! also im hyped as i suggested this topic boom. 1 for 1 on my suggestions =D. looking forward to this. something i've been trying to find online with not much luck is more or an animation / game feel topic. i think its related to state machines as thats the closet i have came to finding a video about it ( yours and friendly cosmonauts). so the thing im trying to learn / figure out is transition animations between states. A few examples would be idle - run wouldn't just have the idle sprite then the run sprite but a third 'turn and start running' is this a new state i need? or is that over kill. can you start and animation that is the idle to run animation but then just loop the animation but miss out the first 3/4 frames of the 'turn and start running' not sure if this makes any sense. i got the idea when i saw these sprites for Momodora. <a href="https://www.spriters-resource.com/pc_computer/momodorareverieunderthemoonlight/sheet/86754/" rel="nofollow noopener" target="_blank">https://www.spriters-resource.com/pc_computer/momodorareverieunderthemoonlight/sheet/86754/</a> note the start of the run cycle. also the 'landhard' 'landsoft' and the 'ladderenter' 'ladderleave' are these states? or just animations that play where the character has no control for a few frames? if its not worth a vid and tips / hints at further reading would be greatly appreciated. i saw some posts about and animation end event but i was looking to keep most of it in the step event. i dunno im a total scrub noob sorry for the long messsage

Yeah it's more or less the same.

Awesome! Weapon switching can add a lot. You say in the context of a top-down shooter but it looks almost the same as the one we got in the platformer series, so I assume (also from reading ur reply to Harry) that is should be easy to put in the platformer?


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