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View Poll Results: How do you like it?
OUTSTANDING! 0 0%
Awesome! 0 0%
Great! 2 100.00%
Good 0 0%
OK... 0 0%
Bad 0 0%
Very bad 0 0%
Horrible 0 0%
Junk 0 0%
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Knight Fight!
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("Robby")
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Default Knight Fight! - 12-18-2008, 10:47 AM

Rate this!
I'm a beginer.
Attached Files
File Type: a2w Knight Training.a2w (807.8 KB, 154 views)

Last edited by ("Robby"); 12-18-2008 at 10:50 AM.
   
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Default 12-18-2008, 10:57 AM

How to play

Use the "SpaceBar" for a hand spinning attack.
Use the "ArrowKeys" to move.
Use the "LeftMouseButten" to use a normal attack.
Use the "S Key" to bring out your shield.
Use the "A Key" to put away your shield

Object Of Game

Hit the other knight without getting hit.

Please Read

Oh ya and you cant get killed and you cant kill it.
If you know how to make it where if you get hit you die that would be very helpful.

Last edited by ("Robby"); 12-18-2008 at 12:54 PM.
   
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Default 12-18-2008, 11:54 AM

Did you try my knightgame_V5grabblock world? It has a function where, if the enemy's weapon (in my case, a troll's club) comes too close to you (to the point where it hits you), your health goes down one point, then another function inside that that checks to see if health equals zero, in which case it plays a death method. Use a decrementing int variable for health and check the knightgame world if you need to see the code yourself.


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Default 12-18-2008, 12:03 PM

Oh thanks!
   
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Default 12-18-2008, 12:05 PM

Did you see the updated "VR" of "Castle Rescue"?
If you havent click here:http://www.alice.org/community/showt...?t=2037&page=2
   
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Default 12-18-2008, 12:18 PM

I voted great, that's a pretty good start for a fighting game!

I'd recommend writing a function where, if the enemy knight get's too close he stops moving close to the user's knight, changing the enemy knight to a different color (or something else making him look somewhat different from the user's knight, to avoid confusion), and using poses. Although your code for the attacking knights was very good, it's was probably difficult to write as far as how much the arm should turn, in what direction it should turn, how fast it happens, etc. It's much easier to set poses for character models. This is done by positioning your knight however you want, then going to properties and clicking the createNewPose button. This captures the knight's position and his subpart's positions relative to him, allowing you to later tell Alice to set the kinght's pose to (whatever you name the pose). By doing this, Alice does the animation for you, making it WAy easier to do animations. However, poses have their downsides. Subparts will take the shortest path from their current positions to the pose's positions. For instance, if a character is meant to reach around behind thier backs and grab something out of their pocket, it might turn its arm so that its hand passes through its waist, instead of around it. Also, poses are concrete and cannot be changed. if there is a problem with your pose, such as a part out of place, you must correct the problem then create an entirely new pose, also changing all references to the problematic pose before deleting it. I use poses, though, and with practice they have been a huge help to me, give them a try.


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Default 12-18-2008, 12:20 PM

Ok i'll get to work!
   
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Exclamation 12-18-2008, 12:37 PM

I'm not sure how to make "Knight2" stop.Could you show me what to do?
Like put it in one of your places and give me link.
   
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Default 12-18-2008, 12:39 PM

Oh ya but i did update it!
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File Type: a2w Knight Training.a2w (952.7 KB, 33 views)
   
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Default 12-18-2008, 12:41 PM

I'll put the stuff about health and such in later.
Right now i'm working on how to make it look good.
   
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