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Kevin(The Rock) 10 AGO 2013 a las 14:11
how do you make a flame thrower
I was wandering how do you make a flame thrower
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Mostrando 1-9 de 9 comentarios
Joff 11 AGO 2013 a las 0:55 
Depending on your art style for your project you could either animate the flame like you would with movement or you could just use particles for the flame.
Kevin(The Rock) 11 AGO 2013 a las 6:13 
k thanks
Scorcher24 17 AGO 2013 a las 6:52 
Particles won't work though. There are no particle collision events.
Kevin(The Rock) 17 AGO 2013 a las 7:05 
thankyou
Scorcher24 17 AGO 2013 a las 7:25 
What just came to my mind: Do you know Timeline FX? It is a program to make particle effects. Those can then be exported as animated png strip and imported to GameMaker.
This would come in quite handy when making such weapons and you can do collisions with the animated sprite.

I use it for engines and explosions etc.
The program costs 25€ though, just google it.
Última edición por Scorcher24; 17 AGO 2013 a las 7:25
Kevin(The Rock) 17 AGO 2013 a las 7:29 
is that euros
Scarabian 17 AGO 2013 a las 11:17 
if you want to play with particles to make a flamethrower I added this today for you to try for free http://steamcommunity.com/sharedfiles/filedetails/?id=170340140 if you try it let me know what you think please.

Thanks
Steve
P.S. you are best using the particle shape for your particles because the sprite code does not export to GML code whne you click code to keyboard. ;)
Última edición por Scarabian; 17 AGO 2013 a las 11:24
Astralite 22 AGO 2013 a las 14:59 
if you're going for a low-graphics style, you could do something like the old consoles used to do...

basically, you have your flame thrower...let's say it has 1000 fuel. That'd mean 1000 seconds or something of fire, right? Or simply 1000 fireballs (this number doesn't have to be shown to the player, a bar is fine)

So, you simple have your gun, that when used shoots one fireball each step as long as the mouse is held down creating these fireballs in the direction the flamethrower is blowing out fire. Each fireball doesn't get destroyed when it hurts something, it simply burns out on it's own when it reaches a certain distance from it's food source (a flamethrower feeds it's own flame)

Each fireball does very little damage, and get it's constant damage from stacking fireballs on top of each other, which burn out quickly

From your other post, it sounds like you're making a platformer so it'll be a bit easier (if you're doing top down, you'd control the direction of the flame more with code)

So, as the mouse button or whatever is being held down, the flamethrower is constantly creating instances of your "obj_fire", which starts out small and gets bigger as it flies towards your target, once it gets to a certain size, destroy it. You're constantly creating and destroying instances.

You actually inspired me to give this a test and I created this all in Gamemaker in about an hour..
http://www.youtube.com/watch?v=lEXZ6mLFCqs

You could change variables to get different fire. You could give the fire 5 different sub images of different colors and make it randomly choose one. You could change the variation of the direction of the fire AGAIN in the Step event.
Simply doing another

variation = choose (-2, -1, 0, 1, 2);
direction = direction + variation;

making it fan out randomly from the point of creation.

Just be sure each fireball does very little damage. They're supposed to stack because there possibly dozens of them hitting the target repeatedly each second and don't die from simply colliding with an object they instead burn. You could also add a burn effect when taking damage from a flamethrower and having its duration refreshed every time the object is hit with another fireball (or even increase the ongoing damage, to a point)

Anyway, hope this helps! sorry for the fast video...pause is your friend.
Última edición por Astralite; 22 AGO 2013 a las 15:01
Blind 23 AGO 2013 a las 9:52 
The flamethrower style of Halloween Harry (Alien Carnage) could also work, where the flame is a single hit box designed to hit appromixately in front of you somewhat. It would help to know if it's a side view or top view game.
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Publicado el: 10 AGO 2013 a las 14:11
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