H
Haomaru
Guest
Hello guys, I came here to ask your help in the idea of a delay effect that I'm working on and i what your idea so I can create something good.
So what I'm looking for is like in many games (Momodora si what I'm aiming for) when there is a collision, the game create a really tiny delay that makes you feel more thickness on the hit and gives cool effect. How would i achieve this?
I did something like that but was doing the frames of the room going down and my game runs at 60. Is it good idea to lower the frames just to give that feel or there is other ways?
In the collision with the enemy I have a set of instructions so i was thinking that here is where I activate the effect:
Hope I explain myself good. thank you for your help!
So what I'm looking for is like in many games (Momodora si what I'm aiming for) when there is a collision, the game create a really tiny delay that makes you feel more thickness on the hit and gives cool effect. How would i achieve this?
I did something like that but was doing the frames of the room going down and my game runs at 60. Is it good idea to lower the frames just to give that feel or there is other ways?
In the collision with the enemy I have a set of instructions so i was thinking that here is where I activate the effect:
Code:
///Collision Event
if (!hurt) {
hp -= 1;
hurtAnimation = true;
alarm[4] = 8;
levitate = true;
//get hurt
hurt = true;
alarm[1] = 20;
//blend color hurt
hurtColor = true;
alarm[2] = 4;
//shake
scr_shake_screen(5,4);
//FX
impact = instance_create(x,y,objImpact);
impact.image_xscale = 0.85;
impact.image_yscale = 0.85;
//create Bubbles
repeat(5 + random(4)) {
bub = instance_create(x,y,objBubble)
bub.image_xscale = 0.50;
bub.image_yscale = 0.50;
}
}