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Idk if you want them to be able to pick things up and throw them, etc (never played Double Dragons). Probably not all at the same time, maybe one or two attack while others either hang around or look for other things to do. Then you can have them move towards the player's X axis. But like in a general brawler game they kind of surround the player in their vicinity. I wouldn't move them all exactly as their same Y axis, because that's too precise and you wouldn't want all the enemies overlapping on the same coordinate.
![clickteam fusion 2.5 tutorial program scrolling clickteam fusion 2.5 tutorial program scrolling](https://i.ytimg.com/vi/65aiXyizgx4/maxresdefault.jpg)
But as a general idea you can move the enemies up and down the Y axis to try to get around the same Y coordinate as your player to line them up. AI is probably the most complex thing you could do in Fusion - it depends entirely on your game's engine and how you decide to set it up.
![clickteam fusion 2.5 tutorial program scrolling clickteam fusion 2.5 tutorial program scrolling](https://i.ytimg.com/vi/I1V47rC4n1M/maxresdefault.jpg)
The first question you asked is way harder to describe, since it's about AI. So that fixes your object ordering issue in the fake 3rd dimension as objects move around the Y axis. This can be updated in real time during the game. So objects closer to you will appear in front of other objects. The Layer object can reorder objects depending on their Y coordinate. If you want to use a custom fast loop jump movement I would recommend checking out the custom fast loop movement on Clickteam's tutorial site under the advanced tab. So you can make the player sprite "jump" by moving it's y position up and down, but in the end it will land right back on the detector object which didn't jump because that's where the ground is. The detector object acts as the player's "shadow". So when you move this detector object around, the player sprite moves around to follow it. Then you have the player character sprite (static) constrained to the coordinates of this detector object above it. You control this detector object and move it around. Not necessarily isometric view, but still a 2D game with a fake third dimension.įor your second question, you have a detector object that's 1 pixel tall and the width of your hit box. I would classify double dragon as a 2.5D view game. Isometric games are 2D games that seem to be 3D, but looking at them in a specific 120 degree angle. I don't believe isometric is the right term.
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Clickteam fusion 2.5 tutorial program scrolling install#
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