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How To Make Combo Is Fighting Games?



how to make something like if you press right twice it will start running,but if you press right once and press it again 2 second later,it will just walk?



KirupaForum > Flash > ActionScript 1.0/2.0
Posted on: 12-01-2006, 05:58 PM


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hey

i was wondering if there was a way to make a fighting game (eg tekken) on flash
obviously it doesnt have to be complex just with a few moves (eg kick, punch, etc ) i know itll probably be quite complex but any help that i can understand would b appreciated

Matt

[MX] Fighting Games
Hey,

I was wondering if there was a good website/tutorial about making fighting games or if someone could tell me/show me how to make them with some computer AI.

P.S. Just wondering if any of you know some good Director MX tutorial websites too.

Thanks in advance WizzoMaFizzo.

Fighting Game Combo
never mind i figured it out my self can one of the mod deletee this

Fighting Game Combo
never mind i figured it out my self can one of the mod deletee this

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If you can make great flash games, you could earn yourself £1 / €1,4 / $1.6 AUS per download of your game. If you can follow the template for a portable flash gaming device you could earn yourself a small fortune. If you have already made a game for flash 5, you could tweak your game for a 3g handset.

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How Do I Make A Web Link In A Combo Box?
How do I create a weblink in side a combo box?

Heya....trying To Make 3 Combo Box...but...
but:


I am using sites.txt text file with

<code>Sites=fatal,eleina,studyI,studyII&URLs=c-fat.htm,c-ele.htm,c-sti.htm,c-stii.htm&End=1</code>

as my information file (where to the labels link to etc)

this should be one combo box.
...


but I don't know how to make the same thing when I have 2 or 3 boxes.

I am using the same actions for the othe two CBoxes with different parameters such as the text file or instance names, but both of them seem to recieve informations from sites.txt instead for example "sites-c.txt"

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help!

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Make Combo Box Inactive
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im using a combo box component. i have a movie that loads over the top of it when a buttons pressed, unfortunately, when the user clicks the movie where the combo box is (underneath the loaded movie), the combox box drop down list displays. is there a way i can make the combo box inactive? is there something i can put in the script like: myComboBox.active = false.
thanx
- D

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M'kay I'm having some problems here with my fighting game I'm gonna make
I have all the moves the hittest and how to control them (not an amiture ..) but I need to make a apponent and when I have him set to attack he basicly runs straight stops and never moves it's making me mad

please if u can help me my email is
alergic2life@email.com

my msn is

alergic2life@hotmail.com

my aim name is

gameremakes


that's all

-Ryan O'Dell

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An example of the code on the buttons is below.

on (release) {
getURL ("javascript:NewWindow=window.open('http://www.magneticdreams.com/cc.htm','C&C News','width=560,height=400,left=200,top=25,toolba r=No,location=No,scrollbars=Yes,status=No,resizabl e=No,fullscreen=No'); NewWindow.focus(); void(0);");
}

Any help would be hugely appretiated.

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P

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Have you seen this? Did you fix it?

Thanks..

P.S. If I make one of those mc-s stop, the other one apears in all it's beauty, it's like one is stealing the graphis instances from the other, and if I tell one to stop using the instances, the other takes them. And all that only if they are close together. I don't know..

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Two Scripts Fighting
I have 2 scripts, that by themselves work just fine. The first upon clicking moves items to the correct location. the second zooms the final item iin. when another button is pushed that itme is zoomed back out. when they are combined for soem reason the zoomItem holds the script from zoomIn and uses the settings fro zoomOut, but does not zoomOut. It loops back to the zoomIn script. Can anyone see where these scipts are fighting?

***frame 1: "start" ***
itteration = 0;
loc = "start";
increment = 1;
finalPosSet = ["36", "76", "116", "156", "196", "236", "276"];
countPosSet = finalPosSet.length;
countPos = 5;
currLoc = "home";
goLoc = "home";

***frame 2: "main" ***
stop();
loc = "main"
itemNum = "--BLANK--"

----buttons frame: 2 ---
button: "illust"
on(release){
goLoc = "illust";
if(currLoc == "home")
{
gotoAndPlay("code");
}else{gotoAndPlay("zoomOut")};
}

button: "prnt"
on(release){
goLoc = "prnt";
if(currLoc == "home")
{
gotoAndPlay("code");
}else{gotoAndPlay("zoomOut")};
}

// same for 'digital', design & home buttons

***frame 3: "code" ***
//Set MoveOrder Variable

if (currLoc == "home")
{
switch (goLoc) {
case "illust":
moveOrder=["5", "4", "3", "2", "1"];
finalPosX0 = finalPosSet[6];
finalPosX1 = finalPosSet[5];
finalPosX2 = finalPosSet[4];
finalPosX3 = finalPosSet[3];
finalPosX4 = finalPosSet[1];
break ;
case "design":
moveOrder=["1", "5", "4", "3", "2"];
finalPosX0 = finalPosSet[0];
finalPosX1 = finalPosSet[6];
finalPosX2 = finalPosSet[5];
finalPosX3 = finalPosSet[4];
finalPosX4 = finalPosSet[2];
break ;
case "digital":
moveOrder=["1", "2", "5", "4", "3"];
finalPosX0 = finalPosSet[0];
finalPosX1 = finalPosSet[1];
finalPosX2 = finalPosSet[6];
finalPosX3 = finalPosSet[5];
finalPosX4 = finalPosSet[3];
break ;
case "prnt":
moveOrder=["1", "2", "3", "5", "4"];
finalPosX0 = finalPosSet[0];
finalPosX1 = finalPosSet[1];
finalPosX2 = finalPosSet[2];
finalPosX3 = finalPosSet[6];
finalPosX4 = finalPosSet[4];
break ;
case "home":
moveOrder=["1", "2", "3", "4", "5"];
finalPosX0 = finalPosSet[1];
finalPosX1 = finalPosSet[2];
finalPosX2 = finalPosSet[3];
finalPosX3 = finalPosSet[4];
finalPosX4 = finalPosSet[5];
break ;
};
};
if (currLoc == "illust")
{
switch (goLoc) {
case "illust":
moveOrder=["5", "4", "3", "2", "1"];
finalPosX0 = finalPosSet[6];
finalPosX1 = finalPosSet[5];
finalPosX2 = finalPosSet[4];
finalPosX3 = finalPosSet[3];
finalPosX4 = finalPosSet[1];
break ;
case "design":
moveOrder=["1", "3", "4", "5", "2"];
finalPosX0 = finalPosSet[0];
finalPosX1 = finalPosSet[4];
finalPosX2 = finalPosSet[5];
finalPosX3 = finalPosSet[6];
finalPosX4 = finalPosSet[2];
break ;
case "digital":
moveOrder=["1", "2", "4", "5", "3"];
finalPosX0 = finalPosSet[0];
finalPosX1 = finalPosSet[1];
finalPosX2 = finalPosSet[2];
finalPosX3 = finalPosSet[6];
finalPosX4 = finalPosSet[4];
break ;
case "prnt":
moveOrder=["1", "2", "3", "5", "4"];
finalPosX0 = finalPosSet[0];
finalPosX1 = finalPosSet[1];
finalPosX2 = finalPosSet[2];
finalPosX3 = finalPosSet[6];
finalPosX4 = finalPosSet[4];
break ;
case "home":
moveOrder=["1", "2", "3", "4", "5"];
finalPosX0 = finalPosSet[1];
finalPosX1 = finalPosSet[2];
finalPosX2 = finalPosSet[3];
finalPosX3 = finalPosSet[4];
finalPosX4 = finalPosSet[5];
break ;
};
};
if (currLoc == "design")
{
switch (goLoc) {
case "illust":
moveOrder=["2", "3", "4", "5", "1"];
finalPosX0 = finalPosSet[3];
finalPosX1 = finalPosSet[4];
finalPosX2 = finalPosSet[5];
finalPosX3 = finalPosSet[6];
finalPosX4 = finalPosSet[1];
break ;
case "design":
moveOrder=["1", "3", "4", "5", "2"];
finalPosX0 = finalPosSet[6];
finalPosX1 = finalPosSet[5];
finalPosX2 = finalPosSet[4];
finalPosX3 = finalPosSet[3];
finalPosX4 = finalPosSet[1];
break ;
case "digital":
moveOrder=["1", "2", "4", "5", "3"];
finalPosX0 = finalPosSet[0];
finalPosX1 = finalPosSet[1];
finalPosX2 = finalPosSet[5];
finalPosX3 = finalPosSet[6];
finalPosX4 = finalPosSet[3];
break ;
case "prnt":
moveOrder=["1", "2", "3", "5", "4"];
finalPosX0 = finalPosSet[0];
finalPosX1 = finalPosSet[1];
finalPosX2 = finalPosSet[2];
finalPosX3 = finalPosSet[6];
finalPosX4 = finalPosSet[4];
break ;
case "home":
moveOrder=["1", "2", "3", "4", "5"];
finalPosX0 = finalPosSet[1];
finalPosX1 = finalPosSet[2];
finalPosX2 = finalPosSet[3];
finalPosX3 = finalPosSet[4];
finalPosX4 = finalPosSet[5];
break ;
};
};
if (currLoc == "digital")
{
switch (goLoc) {
case "illust":
moveOrder=["3", "4", "5", "2", "1"];
finalPosX0 = finalPosSet[4];
finalPosX1 = finalPosSet[5];
finalPosX2 = finalPosSet[6];
finalPosX3 = finalPosSet[3];
finalPosX4 = finalPosSet[1];
break ;
case "design":
moveOrder=["1", "3", "4", "5", "2"];
finalPosX0 = finalPosSet[0];
finalPosX1 = finalPosSet[4];
finalPosX2 = finalPosSet[5];
finalPosX3 = finalPosSet[6];
finalPosX4 = finalPosSet[2];
break ;
case "digital":
moveOrder=["1", "2", "4", "5", "3"];
finalPosX0 = finalPosSet[6];
finalPosX1 = finalPosSet[5];
finalPosX2 = finalPosSet[4];
finalPosX3 = finalPosSet[3];
finalPosX4 = finalPosSet[1];
break ;
case "prnt":
moveOrder=["1", "2", "3", "5", "4"];
finalPosX0 = finalPosSet[0];
finalPosX1 = finalPosSet[1];
finalPosX2 = finalPosSet[2];
finalPosX3 = finalPosSet[6];
finalPosX4 = finalPosSet[4];
break ;
case "home":
moveOrder=["2", "3", "4", "5", "1"];
finalPosX0 = finalPosSet[2];
finalPosX1 = finalPosSet[3];
finalPosX2 = finalPosSet[4];
finalPosX3 = finalPosSet[5];
finalPosX4 = finalPosSet[1];
break ;
};
};
if (currLoc == "prnt")
{
switch (goLoc) {
case "illust":
moveOrder=["5", "4", "3", "2", "1"];
finalPosX0 = finalPosSet[6];
finalPosX1 = finalPosSet[5];
finalPosX2 = finalPosSet[4];
finalPosX3 = finalPosSet[3];
finalPosX4 = finalPosSet[1];
break ;
case "design":
moveOrder=["1", "5", "4", "3", "2"];
finalPosX0 = finalPosSet[1];
finalPosX1 = finalPosSet[6];
finalPosX2 = finalPosSet[5];
finalPosX3 = finalPosSet[4];
finalPosX4 = finalPosSet[2];
break ;
case "digital":
moveOrder=["1", "2", "5", "4", "3"];
finalPosX0 = finalPosSet[6];
finalPosX1 = finalPosSet[5];
finalPosX2 = finalPosSet[4];
finalPosX3 = finalPosSet[3];
finalPosX4 = finalPosSet[1];
break ;
case "prnt":
moveOrder=["1", "2", "3", "5", "4"];
finalPosX0 = finalPosSet[6];
finalPosX1 = finalPosSet[5];
finalPosX2 = finalPosSet[4];
finalPosX3 = finalPosSet[3];
finalPosX4 = finalPosSet[1];
break ;
case "home":
moveOrder=["3", "4", "5", "1", "2"];
finalPosX0 = finalPosSet[3];
finalPosX1 = finalPosSet[4];
finalPosX2 = finalPosSet[5];
finalPosX3 = finalPosSet[1];
finalPosX4 = finalPosSet[2];
break ;
};
};

// Implement the set variables
moveX0 = moveOrder[0];
moveX1 = moveOrder[1];
moveX2 = moveOrder[2];
moveX3 = moveOrder[3];
moveX4 = moveOrder[4];
itemNum = this["moveX" + itteration];
currItem = this["sqMc" + itemNum];
//final pos
finalPos = eval("finalPosX" + itteration);
speed = 1;
moveItem = "moveItem"+(itemNum);
currPos = (currItem)._x;
loc = "code";
itterationOld = itteration;

// SET DIRECTION

if(currPos < finalPos){
speed = 2;}
else{speed = -2;}

// MOVEMENT

currItem.onEnterFrame = function () {
if(currPos == finalPos){
moveItem = "no-"+(itemNum);
gotoAndPlay("stop-3-end");

}
else{
moveItem = "yes-"+(itemNum);
currItem._x += (speed);
currPos = (currItem)._x;}
};

*** frame 4 ***
stop();

***frame 5: "stop-3-end" ***
//itteration ++;
//itterationOld = itteration
itteration = (itterationOld)+(increment);

loc = "stop-3-end";
if (countPos > itteration)
{
gotoAndPlay("code");
}else{gotoAndPlay("zoomIn");
currLoc = goLoc;};

*** frame 5: "zoomIn" ***
itteration = 0;
zoomItem = eval("sqMc"+moveOrder[4]);
scale = 30;
currXscale = zoomItem._xscale;
state = "zoomIn";
//this scales our clip along the x axis SCALE % every frame until it reaches a certain width
zoomItem.onEnterFrame=function (zoomIn)
{
state = "zoomIn-start";
if(this._xscale>=330){
state = "zoomIn-end";
gotoAndPlay("zoomIn-end");}
else if(this._xscale<330)
{
state = "zoomIn-move";
this._xscale+=scale;
this._yscale+=scale;

};
};
if(zoomItem._xscale>=330){
state = "zoomIn-end";
gotoAndPlay("zoomIn-end");}

*** frame 6: "zoomOut-end" ***
zoomItem = 0;
scale = 0;
currXscale = 0;
state = "zoomIn-End";
stop();

*** frame 6: "zoomOut" ***
zoomItem.onEnterFrame=null;
zoomItem.onEnterFrame=function (zoomIn)
{
null
};
zoomItem1.onEnterFrame=function (zoomOut)
{
null
};
currXscale1 = 0;
state = "ZoomOut";
scaleDown = -50;
size = 340;
newSize = 0;
zoomItem1 = eval("sqMc"+moveOrder[4]);
currXscale1 = zoomItem1._xscale;
//this scales our clip along the x axis SCALE % every frame until it reaches a certain width
zoomItem1.onEnterFrame=function (zoomOut)
{
state = "zoomOut-start";
if(zoomItem1._xscale<=100){
state = "zoomOut-end";
gotoAndPlay("zoomOut-end");}
else if(this._xscale<100)
{
state = "zoomOut-move";
zoomItem1._xscale+=scaleDown;
zoomItem1._yscale+=scaleDown;

};
};
if(zoomItem1._xscale<=100){
state = "zoomOut-end";
gotoAndPlay("zoomOut-end");}

*** frame 6: "zoomOut-end" ***
state = "zoomOut-Done";
stop();

Help With Fighting Game
Hi guys. It's been a very long while. I think my old post was 2 years ago and got deleted.

Anyways, I've made a fighting game and everything is AOK except for one tiny problem that has made the game a lot less fun. When you go near your opponent and you attack, the game stops for 1/2 a second. It is like lagging but experiments show that it is not lagging because as I reduce the quality and dimensions, the game seems to be very very smooth but when attacking the game still stops for 1/2 second.

If you guys have any idea why this problem happened and how to solve it, please let me know. I'd appreciate it a lot. Thanks in advance. Please also tell me if you do not encounter this problem.

http://n.1asphost.com/Damus/testing/finalslam.html

WSAD and GH for player1
Arrows and Numpad 5 and 6 for player 2
(Blocking is automatic when standing still or parrying, like Tekken, so if you want to get a hit, your opponent must be moving, attacking or jumping)

Fighting Game
Do anyone think it is hard to make? Any clue to make it? I mean 1 person walk and hit enemy and get point. Like A RPG. Not VS one.

Sword Fighting
Hey all, need some help on something. I wuz wondering how to animate sword swinging and such in flash. Everytime I do it, the sword just goes wild and out of proportion. is here a way to make this easier or workable. Thx all.

Fighting Game Help
Hi!

I'm new here, but not to Flash!

I dunno, some of you may have seen some of my stuff...

But anyhow, let's get to the point.

So I'm currently building a fighting game (better than the test one I built).

I'm having trouble with a Key.isDown test.

I have one of these going:


Code:
if(Key.isDown(78)){
gotoAndStop(2); //punch frame
fight=true;
}
else
if(Key.isDown(77)){
gotoAndStop(3); //kick frame
fight=true;
}
}

.........And so on
I want the "Special Attack" to activate when the punch and kick buttons are pressed simultaneously.

I know that I probably need to use the "&&"/"and" operator, but it doesn't seem to work.

I just need Key.isDown(78) [Punch] and Key.isDown(77) [Kick] to be detected simultaneously.

Also, I'm having trouble creating Left and Right boundaries to keep the characters on the screen.

And if this has already been addressed, could someone tell me where it has been?

Thanks a bunch!

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