combo system

combo system

PostPosted by Steviebops » Thu Aug 08, 2013 8:30 am

I'm starting into my combo system for my fighting game.

Basic attack are fine(trigger ->light attack),
but what's the best way to approach the combos,for example, tapping the light attack key three times, to get a combo?
Steviebops
 
Posts: 9
Joined: Tue Jul 30, 2013 6:22 pm

Re: combo system

PostPosted by AlteredReality » Thu Aug 08, 2013 11:03 pm

I'd honestly do most of the combo determination outside of Sage. At least in terms of the inputs and managing the combo windows as such. For the Sage graph, I'd probably just setup my state machine with how the combos can flow. And then use Trigger nodes to trigger the various branches of the combo. You'd just need to make sure that if an attack anim plays, and the combo doesn't get initiated, that it transitions back to idle instead of the next combo step.

Let me know if that helps, if you have any other questions. :-)
Andy - Altered Reality
AlteredReality
Site Admin
 
Posts: 118
Joined: Fri Jan 06, 2012 8:31 pm

Re: combo system

PostPosted by Steviebops » Sun Aug 11, 2013 1:35 pm

Sounds good. Ive done something similar in XNA, all code.

How would I access the state machine from code, a trigger?
Steviebops
 
Posts: 9
Joined: Tue Jul 30, 2013 6:22 pm

Re: combo system

PostPosted by AlteredReality » Sun Aug 11, 2013 8:33 pm

I'd recommend using a Trigger, as you can tie transition logic to it if needed. Let me know if you have any other questions.
Andy - Altered Reality
AlteredReality
Site Admin
 
Posts: 118
Joined: Fri Jan 06, 2012 8:31 pm


Return to Questions and Discussion

Who is online

Users browsing this forum: No registered users and 0 guests


Style by Gokinstudio | Free forum hosting by ProphpBB | Software by phpBB | Report Abuse | Privacy
cron