Holding Item Possible?

I'm very new at this and just generally wondering if it would be possible to create something similar to Mario holding a shell in SMB3. My thought was maybe a melee/monster instance that updates with player movement(x,y), but maybe that's too expensive.
 

WillElm

New member
It's definitely possible to do stuff like this. You might start by thinking about what they talk about in this thread:

http://www.nesmakers.com/viewtopic.php?f=60&t=5648

I would probably just try to make it so my animations "simulate" it. Like you could have an action state with a unique tile where your player is holding the shell, then when you throw it, you create a shell and it switches back to your idle animation or whatever.
 
WillElm said:
It's definitely possible to do stuff like this. You might start by thinking about what they talk about in this thread:

http://www.nesmakers.com/viewtopic.php?f=60&t=5648

I would probably just try to make it so my animations "simulate" it. Like you could have an action state with a unique tile where your player is holding the shell, then when you throw it, you create a shell and it switches back to your idle animation or whatever.

Thanks so much for pointing me in some direction. I like your idea as well. The goal would be to have the shell able to interact with an enemy while it's held, yet the player could take damage from the top or behind if the shell isn't contacting the enemy. So, exactly like SM3. I'll check out that thread. Thanks again!
 
WillElm said:
It's definitely possible to do stuff like this. You might start by thinking about what they talk about in this thread:

http://www.nesmakers.com/viewtopic.php?f=60&t=5648

I would probably just try to make it so my animations "simulate" it. Like you could have an action state with a unique tile where your player is holding the shell, then when you throw it, you create a shell and it switches back to your idle animation or whatever.

Oh wow! looks promising. That's so helpful
 

Yan

Member
I think making the shell a "player weapon" is a good way to do that. You could even make him throw it away like Mario if you also make a shell projectile appear when you stop pressing the button.
 
Yan said:
I think making the shell a "player weapon" is a good way to do that. You could even make him throw it away like Mario if you also make a shell projectile appear when you stop pressing the button.

Excellent. Thanks much! I'll try all that's mentioned here and see what I can get to work.
 
mouse spirit said:
These are great ideas and now i wanna try it too.

Those are great ideas for sure. I've been trying to follow "[4.1] Use the real Melee object weapon in the Platformer module" http://www.nesmakers.com/viewtopic.php?f=35&t=1777&hilit=janky , but having difficulty with applying it to 4.5.6. Things seem quite a bit different, but still trying to think it through.
 
I'm still trying to work out the "player weapon" movement so that it matches player movement. So far, I'm really only able to create and position it based on player direction, per the tutorials, but for it to continually move to match the player's direction/movement is another story. Does anyone have an idea on what script(s) I'd want to be looking at to accomplish this?
 

voltopt

Member
This is a total guess, because I don't know how the physics work, but to control movement you could maybe add this specific object to the input scripts for player movement, maybe, like it only moves if it's active, or something. Don't know how physics would apply though.
 

mouse spirit

Well-known member
Janky nate has a good solution for 4.1.5. Also yeah, give it all the same input scripts while making it follow player position.
 
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