Jump to content

Search the Community

Showing results for tags 'attack'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community Bulletin
    • News
  • Intersect Game Engine
    • Announcements
    • Download
    • Guides and Tutorials
    • Bugs & Suggestions
    • Questions and Answers
  • Other Game Engines
    • Orion+ Game Engine
    • Other Game Engines
  • Game Development
    • Games
    • Tutorials
    • Resources
    • Recruitment
  • General Category
    • General Discussion
    • Design and Creativity
    • Forum Games
  • Foreign Language Boards
    • Español
    • Français
    • Português
    • Русский
  • Intersect Demo Game's Bugs & Suggestions
  • Intersect Demo Game's Discussion
  • Intersect Demo Game's Questions & Answers
  • DragonBreeZee's Questions & Answers
  • DragonBreeZee's Discussion
  • DragonBreeZee's Bugs & Suggestions
  • Nightmare's Discussion
  • Nightmare's Questions & Answers
  • Nightmare's Bugs & Suggestions
  • Thyranor Awakening's Discussion
  • Thyranor Awakening's Questions & Answers
  • Thyranor Awakening's Bugs & Suggestions
  • DarkStory Online's Discussion
  • DarkStory Online's Questions & Answers
  • DarkStory Online's Bugs & Suggestions
  • Telasia's Questions & Answers
  • Telasia's Discussion
  • Telasia's Bugs & Suggestions
  • Aetheria Online's Discussion
  • Aetheria Online's Questions & Answers
  • Aetheria Online's Bugs & Suggestions
  • Darkest Dawn Online's Questions & Answers
  • Darkest Dawn Online's Discussion
  • Darkest Dawn Online's Bugs & Suggestions

Categories

  • Game Engines
  • Games
  • Game Creation Tools
  • Full Content Packs
  • Tilesets
  • Sprites
  • UI Elements
  • Animations
  • Items
  • Spell Icons
  • Sound Effects
  • Music
  • Misc
  • Intersect Translations
  • Intersect Demo Game's Downloads
  • DragonBreeZee's Downloads
  • Nightmare's Downloads
  • Thyranor Awakening's Downloads
  • DarkStory Online's Downloads
  • Telasia's Downloads
  • Aetheria Online's Downloads
  • Darkest Dawn Online's Downloads

Categories

  • Intersect Engine
  • Orion+ Engine
  • AGD Site/Community

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Yahoo


Discord


Location


Interests


My Project


PSN


GamerTag


Steam ID


LoL Name


Twitch.tv

Found 5 results

  1. EVOLV

    Bite and Slash Animations

    Free to use - I made these for A4C and don't think I ever shared them. Good for monsters, creatures, or anything you like! Set them up 3x2, obviously No need to give me credit - only if you want to/have space in credits.
  2. So i started working on my Attacking Animation so that I will be more prepare when Intersect engine come out and I have encounter a problem. This is my DrawPlayer sub(there are EDITS): Public Sub DrawPlayer(ByVal Index As Integer) Dim Anim As Byte, X As Integer, Y As Integer Dim Spritenum As Integer, spriteleft As Integer Dim attackspeed As Integer, AttackSprite As Byte Dim srcrec As Rectangle Spritenum = GetPlayerSprite(Index) AttackSprite = 1 If Spritenum < 1 Or Spritenum > NumCharacters Then Exit Sub ' speed from weapon If GetPlayerEquipment(Index, EquipmentType.Weapon) > 0 Then attackspeed = Item(GetPlayerEquipment(Index, EquipmentType.Weapon)).Speed Else attackspeed = 1000 End If ' Reset frame Anim = 0 ' Check for attacking animation If Player(Index).AttackTimer + (attackspeed / 2) > GetTickCount() Then If Player(Index).Attacking = 1 Then If AttackSprite = 1 Then Anim = 0 Else Anim = 3 End If End If Else ' If not attacking, walk normally Select Case GetPlayerDir(Index) Case Direction.Up If (Player(Index).YOffset > 8) Then Anim = Player(Index).Steps Case Direction.Down If (Player(Index).YOffset < -8) Then Anim = Player(Index).Steps Case Direction.Left If (Player(Index).XOffset > 8) Then Anim = Player(Index).Steps Case Direction.Right If (Player(Index).XOffset < -8) Then Anim = Player(Index).Steps End Select End If ' Check to see if we want to stop making him attack With Player(Index) If .AttackTimer + attackspeed < GetTickCount() Then .Attacking = 0 .AttackTimer = 0 End If End With ' Set the left Select Case GetPlayerDir(Index) Case Direction.Up spriteleft = 3 Case Direction.Right spriteleft = 2 Case Direction.Down spriteleft = 0 Case Direction.Left spriteleft = 1 End Select If AttackSprite = 1 Then If Player(Index).Attacking Then Select Case GetPlayerDir(Index) Case Direction.Up spriteleft = 7 Case Direction.Right spriteleft = 6 Case Direction.Down spriteleft = 4 Case Direction.Left spriteleft = 5 End Select End If srcrec = New Rectangle((Anim) * (CharacterGFXInfo(Spritenum).Width / 4), spriteleft * (CharacterGFXInfo(Spritenum).Height / 8), (CharacterGFXInfo(Spritenum).Width / 4), (CharacterGFXInfo(Spritenum).Height / 8)) Else srcrec = New Rectangle((Anim) * (CharacterGFXInfo(Spritenum).Width / 4), spriteleft * (CharacterGFXInfo(Spritenum).Height / 8), (CharacterGFXInfo(Spritenum).Width / 4), (CharacterGFXInfo(Spritenum).Height / 8)) End If ' Calculate the X If AttackSprite = 1 Then X = GetPlayerX(Index) * PIC_X + Player(Index).XOffset - ((CharacterGFXInfo(Spritenum).Height / 8 - 32) / 2) Else X = GetPlayerX(Index) * PIC_X + Player(Index).XOffset - ((CharacterGFXInfo(Spritenum).Width / 4 - 32) / 2) End If ' Is the player's height more than 32..? If (CharacterGFXInfo(Spritenum).Height) > 32 Then ' Create a 32 pixel offset for larger sprites Y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - ((CharacterGFXInfo(Spritenum).Height / 8) - 32) Else ' Proceed as normal Y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset End If ' render the actual sprite DrawCharacter(Spritenum, X, Y, srcrec) 'check for paperdolling For i = 1 To EquipmentType.Count - 1 If GetPlayerEquipment(Index, i) > 0 Then If Item(GetPlayerEquipment(Index, i)).Paperdoll > 0 Then DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, i)).Paperdoll, Anim, spriteleft) End If End If Next ' Check to see if we want to stop showing emote With Player(Index) If .EmoteTimer < GetTickCount() Then .Emote = 0 .EmoteTimer = 0 End If End With 'check for emotes 'Player(Index).Emote = 4 If Player(Index).Emote > 0 Then DrawEmotes(X, Y, Player(Index).Emote) End If End Sub I set the start frame to be 0. Its now drawing the other "row" of sprite that I want from the new sprite sheet BUT! The animation play only if I keep on moving (pressing the key) How do i make the Player stuck in place? The idle is that when CTRL is press, Attacking become TRUE, Then the attack animation which is the 5th row(depend of direction) from the top play. attach is the sprite for development uses. Hope you can shed some light on it
  3. Hey brothers, im new in intersect but i have some experience in game engines like these( poor, but i have), i really like the game engine, i make some things easily, mosnters, itens, quests, npc, etc. i have e biiig trouble to make the players attack the monsters, i like a really simple thing, like a skill named attack, when i press the skill button the monster loses a bit of Hp, Can someone help me?
  4. PrettyPotatoo

    Attack animation.

    Hey I'm trying to figure out how the animation works. How can I add so when a player equips a sword it show ingame that his holding the sword same for equiping armour?
  5. Pythong

    Attack animation

    Hello, everyone: So I'll get right to my question. I'm wondering if its possible to display the currently equipped sword and shield on the character. I added a "Rusty Sword" item using the stock Sword sprite that comes bundled with Intersect Engine and pressed E. To my surprise, if didn't display the sword on my character, and just displayed the first frame of walking animation for my currently facing direction. So I'm wondering how I would go about changing this, to somehow display the weapon I have equipped, during the attack animation. Much appreciated! I do have the source code for the engine. I ended up decompiling it for testing purposes, and if code changes are required, please share details on the best approach.
×