However, I erased the gun in her sprite already, since I'll be doing those throwing items. So when/if I add the gun, I'll also need to switch her sprite to have a gun, and then back to the usual sprite when the key is released - because you could have regular ammo and a special weapon; I don't want her pointing the gun to throw a grenade, for example. Just not sure how smooth that'll go.
how do you plan on changing the character's sprites? I imagine you'd have multiple character designs for different weapons.
so, one design for unarmed. design with a gun. design for whatever else.
character sprite = [ID] would change the entire design
melee sprite = [ID] would change the melee attack
ranged sprite = [ID] would change the ranged attack
additionally, if you ever wanted to add an animation that's outside of the default sprite sheet.. say for a reload, you can use sprites.
char sprite hold = [ID] would hold the last frame until cancelled with a different command (return to previous design, exit, etc.)
char sprite repeat = [ID] would continually loop until cancelled
char sprite revert = [ID] would revert to design after the animation completes playing
it's getting pretty convoluted to keep switching all these designs, but the final outcome would make for awesome mechanics/gameplay
Also tried to set up manually switching from unarmed front to ranged using Up
+ [attack], but it doesn't seem to work so far. Of course, that's assuming the player would want to go unarmed by choice.
I've done something like this before, actually. here's what worked for me:
if game var atk=0
game var atk=1
else
game var atk=0
if game var atk=0
{
stand attack style=front
move attack style=front
jump attack style=front
}
if game var atk=1
{
stand attack style=ranged
move attack style=ranged
jump attack style=ranged
}
I used game variables so that settings would remain the same across levels. but you can swap them for course vars if you so choose.
also, "atk" is a generic name I came up with. you can just use whatever you want.