To fix the fist problem I had to return to the condition I used to set the position and increase the Y on one side and decrease the x on the other.
Here is what the fists look like now.
I also noticed that when the character is near to the enemy his fist appears above while the body appears below to fix this I moved the body forward in the frame editor.
Continuing with the tutorial we are going to fix the way the character glitches when running and hitting. this is done by placing a negate function for if the launching animation is playing under the "when right arrow is pressed" and "when left arrow is pressed.
The next step is to allow the enemy to be damaged when hit. To do this I needed to add four new conditions: the first allows contact to be made only when the fist is over lapping, visible and the buffer is at zero (the buffer keeps the player from repeatedly striking the enemy), the second condition plays a crying animation for when the enemy is hit, the third changes the animation back to standing.
Here is the enemy being hit.
Today I learned how to negate conditions to allow for better animation transitions. Tomorrow I am going to make the enemy loose health with each hit.
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