Creating Advanced Abilities

When I play classic games like ABA or Psychis, they all have one thing in common. Really good looking moves/combo systems. I understand how to make a simple punch mechanic, I can make decent particle effects and my animation skills aren’t the greatest but its better than nothing. So how would I go about combining these visual aspects together, and create movesets in which flow well and have combo potential while being aesthetically pleasing. Like for example if i were trying to make something like a fireball come from behind a players back and then follow the cursor like a homing missile (just a random example) how would i go about that? I understand using math and bezier curves, or using the run service to make a projectile move forward towards the cursor. but what if I wanted something flashy as I mentioned earlier. Would I use moon animator and animate a part that has all the particle effects? Because if so I haven’t seen any tutorial explaining how. Thank you for your time :+1:

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You could use moon animator, or if you’re going to be using tool animations.

For example a script I made was when a character did an animation, a blue aura would appear around the character

There are multiple tutorials on making animations on YouTube that you can follow (to make simpler tool animations)

After you play the animation

Animation:Play()

Then you can insert this.

local fire = Instance.new(“Sparkles”, hum)
fire.Name = “fire”
fire.Color = Color3.new(0, 123, 255)
fire.Enabled = true
wait(5)
fire.Enabled = false

Which can be put in after the animation plays. “hum” would equal wherever you wanted the particle effect to be (hand, head, part, etc.). Also if you’re planning on making fire balls that shoot out, then you may want to instead make the fireball shooting mechanic and clone the fireball from Replicated Storage. Let me know if this answered you’re question!

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Animating multiple parts together can be tricky, especially when you want them to look smooth for other users as well.

For your situation, if you want to animate a projectile and then throw that same projectile, I would take advantage of attachments and TweenService to smoothly move the projectile to its “firing position” and then shoot the projectile from there while playing the corresponding animation on the character.

Another thing that I can not stress enough, is that if you want this to look good and smooth, you’re going to have to do it on the client side, and have a method of replicating this for when other users are doing their own animations.

What I typically do is set up a action system where users tell the server what action they are preforming and the server informs any other relevant users of what action they are doing so that things sync up well.

Hope this was helpful and best of luck!

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Thank you for the reply, I could use this technique if I need to insert some kinda of particle effect inside a limb!

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Ill keep this in mind and make sure to do it client side, thanks!

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