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VegeTato
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how would you get distance to work with things like high/low attack combos? (Typically, you have at least 3 hurt boxes - head, upper, lower. Delayed jump attacks, for example, can hit the low hurtbox even if an upper block is active. )
By checking both players animations, for example: Player is Stand Blocking (high block) and AI is doing crouch attack (kick for example), we check if AI distance is close enough to do damage the player from the low kick, then we check the player animation/status, if he is High blocking, we allow the AI to damage the player, if the player is doing Low block, we block the AI attack.
How would a character who uses long range normals, (like Dhalsim from Street Fighter), work with range checks? Not for his own attacks, that's easy, but for getting hit? His hurtbox extends along his arm/leg when they're extended so you can either avoid or i-frame past his hitbox and counterhit.By using the distance again, but this time you don't check the distance between the Long range character body and the other player, this time we put a point on that long range character arm, and then we check the distance between the player and the Long range character arm/leg...etc, if the point is close enough player can damage the opponent, otherwise no.
Glad you like my templates <3
GDevelop can handle everything in my opinion :3
You just need to think of a way to do it, and there are always many ways 😉
Good luck in your Project ! 💪
I mean in GDevelop Yes, but in General, it still doesn't matter using range or collision box or even ray cast...etc it doesn't matter, all of them leads to the same mechanic/result, and in GDevelop range (distance), is the best option to avoid all the troubles I mentioned before, but if you want to go with collision box, sure go with it, check out the Special attacks in the template, they use Collision (hitbox) not distance/range, since they don't deal huge impact to performance, and won't cause any issues at all :)
Thank you for your purchase <3
Correct, Range is used rather than hitboxes for many reasons:
1- It's much better for the game performance.
2- It's much easier to adjust/change any range for anyone using the template/building on the template.
3- Much fewer assets required, which means less game size.
4- Much fewer codes (events) required for fighting mechanics since it's just the range that change, rather than creating/deleting/handling every single hitbox object.
And much more things!
In general, fighting games doesn't always use hitboxes for attack animations, that's not required, and in my opinion it's a bad choice to take, otherwise you are going to get into all the issues (the opposite of what I mentioned above).
In my opinion:
- Range is the smart way.
- Hitboxes is a beginner way.
Hi !
1- Basically, you just copy and paste the shooting events, but rather than shooting, you rotate the character toward the cursor (not the cursor expression, but the data sent in the message by that client, which is that client cursor).
2- Server events → Weapon mechanics → Creating weapon Group & Linking weapon → take (cut) the actions from both of these groups → open Spawning players → in the action where we create the player, paste the actions we cut previously.
So you should end up with the actions create player/create weapon/ Link weapon to current player/ set weapon State.Picked to True.
3- it's not visibility issue, it's Zorder issue, It's happening because your player Zorder is set to your player Y position (double-click on the character object → behaviors → Ysort behavior) make sure it's there in your new character. Change your map object Z order set to -1000000, so the player is always above the map.
Hello, Thank you for your purchase <3
The template is on GDevelop latest version, so make sure to update your GDevelop to latest version (GDevelop → Home tab → Click on "About GDevelop" in the Bottom left screen → Check for updates)
the error (SetString Variable extension is missing) is most likely because you are on old GDevelop version, in the new GDevelop version we got new variables actions/conditions.
Hello !
There is nothing difficult at all, don't worry :3
Importing .json to gdevelop is super simple (Unzip→Open→Done!), however, on gdevelop mobile version, it doesn't allow you to import projects from your phone storage, only from Google Drive, and Google Drive doesn't support loading assets, so the solution is:
1- If you have a PC or laptop, install gdevelop desktop version.
2- Unzip the downloaded template (using WinRAR).
3- Open GDevelop on your PC.
4- Log in to your account.
5- Click on open project.
6- Select the .json template (that we unzipped in step 2).
7- Now Click on the 3 lines iocn in the top left corner to open the list.
8- Click on Save as.
9- Select Gdevelop Cloud.
10- After the saving is complete, you can close gdevelop from your PC.
11- Open GDevelop from your Mobile and log in to your account.
12- You will find the project saved in the list (My projects).
13- Select the project from the list to open it.
Note: you can also get any of my templates from GDevelop store directly from your mobile, doing that will save the project directly into your account, so you don't have to do any of the steps above if you got it from the store.
Thank you <3
You mean you want to remove the darkness around the player (in the map) ?
Open the project → Game scene → look for the Lighting layer → Press on the Lamp icon → in the Ambient light color → click on the Black color → increase the color from black to white as much as you like to remove the darkness (full white will completely remove the darkness).
Hi, so my problem is still the same, when i contact Itch support about it, they tell me it's your PayPal account problem, and when i contact PayPal support about it, they tell me it's the other party PayPal account problem.............
I have no idea what to do now... :(
Any suggestions from anyone is welcome.