Discussion on the processing of material in action game

Source: Internet
Author: User
Here the "Action game" refers to the horizontal version of the action game, such as the spirit of the brother part of the work.

Processing the material is the first step in making the game. And especially like me to the art of the people who are not confident, looking for the game material resources of the month, that is, the province, but also in the visual to achieve a better effect.

I'll tell you a little bit about the material in action games.

First, collect the material. That is, a GIF or a sequential bitmap of the various actions of a game character. Here I recommend a website,http://www3.emu-zone.org/host/emugif/index.htm There are a lot of action gif images of the characters in this game.

After the material is collected, create an MC in Flash, and then import a GIF of an action into the MC. such as "standing" this action. Flash automatically maps the frames in the GIF to the timeline. This is the way to "edit multiple frames," Select all the frames, and then drag them to the center point. The common practice is to have the position of the foot center of the character correspond to the registration point of the MC. So, after everything is done, This MC represents an action of the character. And then, for the same reason, handle the next action.

All the corresponding to the operation of the MC after processing, and then build an MC. This MC is the character MC.

Will just correspond to the person action of those MC a frame put one. The first frame is generally put on the "standing" action. The second frame put "go" this action .... Then, finally on the first frame to write the Stop ()

Well, the material has been disposed of.

Drag the last character Mc to the scene. Define an instance name, for example, "man" can put a few buttons to test. For example, a button is called "standing", then it is written on the top of the man to stop the object to the first frame, that is, "standing" action corresponding to the frame. and put a button called "Go", Then do the same processing, control man stop to "go" action corresponding to the frame ... If there are other moves, do the same.

Well, the above is the processing of the material. Is it easy?

It can be seen that our goal is to do what action when we jump to the action corresponding to the frame to play that action corresponding MC.

Look at the effect.

http://www.flash8.net/bbs/UploadFile/2005-6/2005613141222213.swf

In the above I have told you like through the action MC to deal with the changes in the position of the operator. In this, we will talk about the change of role action.

How do you make the motion coherent?

This is the order of action. Let's take a simple example. To jump first, then press the attack, will play the "jump boxing" such action. In other words, "jump" before the "jump". For example, you have to play the left "go" action before the left "sprint".

So after you've seen the sticker, you'll be better able to understand how it's handled.

In the first example, when the "jump" action is being played, if an attack key is detected, immediately jump to the "jump fist" that action. Note that jumping and punching here are two different actions of MC. These two MC human's height one frame basically is corresponding. So you can play "Jump" The action of a certain frame, and immediately jump to the "jump fist" action of the same frame, the action still looks very smooth.

The second example of the same reason, in the "Go" action is executing, if found two times left or two times right is pressed, the characters will jump to the corresponding frame of the run action.

So what can you do when you run? Run up and press the punches ... UH ~ common movements.

Or when you run, take a punch ... Or take a dragon fist ... In short, what action to take, in the last action to determine it.

The action of the next step to determine the operation of the specified action or action of the specific frame to perform, the game will be more fluid, the problem is less.

Next I have to do a test effect sent up ... Well, it seems to have exceeded the upload limit.

All right, pass it up.

Up and around and spaces. The key is also useful. It is useful to send a trick.

The words ..., left and right (left) + space, lower left-hand left (right) + space, basic jump + space, three space, running in + space, as well as gas-gathering attack and on + space of the explosion of gas attack, run the time again to send strokes is also interesting. can go further. No border determination.

Well, it's a sudden discovery that there's a conflict with the gas-gathering attack when you hit. Well, modify ing ...

Modified, for the attack press also added a decision. This button has a total of six key events, up and down, the space and the space bar press.

You might find it strange why you punch two times when you're attacking by gas. This is actually related to the key repetition rate of your system. You can set the "keyboard" in the Control Panel, and set the interest rate to the fastest. Test it out.



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