slicky-grease
Member
I been trying to implement some "heavy" attacks into a beat em up game I am making and did mange to get them to work(I am trying to make it similar to a smash attack from Smash Bros). However, my basic kick button always plays before the heavy kick attack. What I want to happen is when I press the right buttons, I want it to go straight to the heavy kick.
Player Inputs
Player Inputs
GML:
//Player Input
key_right = keyboard_check(vk_right);
key_left = keyboard_check(vk_left);
key_up = keyboard_check(vk_up);
key_down = keyboard_check(vk_down);
key_jump = gamepad_button_check_pressed(0,gp_face1) //+ keyboard_check_pressed(vk_space);
key_shoot = gamepad_button_check(0,gp_face3) + keyboard_check(vk_control);
key_dodge = gamepad_button_check(0,gp_face4)
key_reflect = gamepad_button_check_pressed(0,gp_face4)
key_kick = gamepad_button_check_pressed(0,gp_face3) + keyboard_check(vk_control);
key_heavykick = gamepad_button_check(0,gp_face3)
key_kickgo = gamepad_button_check_released(0,gp_face3) + keyboard_check(vk_control);
key_kickair = gamepad_button_check(0,gp_face3) + keyboard_check(vk_control);
GML:
if (!dodge && hsp != 0 && abs(move) <= 0.99)
{
move = 1
walkspd = 4
sprite_index = spr_flarewalk
image_speed = 1
flare = flare.walk
}
else if place_meeting(x, y+1, obj_wall) && (key_jump)
{
vsp = -jumpspeed
ground = false
sprite_index = spr_flarejump
flare = flare.jump
}
else if (key_dodge)
{
move = 0
key_jump = 0
hsp = 0
flash = 3
dodge = true;
reflect_sprite = false
sprite_index = spr_flareblock
flare = flare.dodge
}
[COLOR=rgb(235, 107, 86)]else if (key_kick)
{
move = 0;
key_jump = 0;
hsp = 0;
combo = 0;
audio_play_sound(sn_Kick_1,7,false);
sprite_index = spr_flarekick1;
image_index = 0;
image_speed = 1;
flare = flare.kick;
}
else if (key_right) && (key_heavykick)
{
move = 0;
key_jump = 0;
flare = flare.heavykick_anticipation
}
else if (key_left) && (key_heavykick)
{
move = 0;
key_jump = 0;
flare = flare.heavykick_anticipation
}[/COLOR]
else
{
hsp = 0
sprite_index = spr_flare;
image_speed = 1;
flare = flare.idle;
}