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How would one... (Read 1237 times)

Started by eishiba, August 17, 2019, 07:25:15 am
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How would one...
#1  August 17, 2019, 07:25:15 am
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How would one make a move where your character charges forward with its sword and tries to impale the opponent. If the move is blocked or dodged obvoiously it wont work. But if it connects the opponent is tossed overhead. This would be sort of a throw but the impale move would actually hit and do damage and be what determined whether the throw happened. I wouldn't call it a grab attempt like in smash brothers. What kinds of things might one use for determing whether the move hits or not as far as the states go?
Re: How would one...
#2  August 17, 2019, 07:28:20 am
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 Use movehit for when all conditions in which the move actually hits. Use moveguarded if the move is guarded. It's a really basic question that could easily be studied beforehand in the documentations that come with MUGEN as well as studying KFM's cliffnotes in his coding.

 Use a combination of changestates and targetstates that distinguish if the target is hit or not.
Re: How would one...
#3  August 17, 2019, 10:21:14 am
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This is a throw. The animation is different and it has a velocity. Other than that it will act the same.
You can just use the hitdef to send P1 and P2 to the states they need.
Using a changestate and a targetstate watching if movehit or moveguarded is better for some reason... I think. I always just use the hitdef method.

Just set the damage in the hitdef to what you want.
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Re: How would one...
#4  August 19, 2019, 04:18:58 am
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So using the throw creator, it only has the ability to flip p2 horizontally. What if one wants to flip upside down? Or turn it sideways?
Re: How would one...
#5  August 19, 2019, 09:46:24 am
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Edit the animation in the air file...
I like to use onion skin in the animations to align my sprites. Makes it easier for me
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Re: How would one...
#6  August 21, 2019, 05:17:37 pm
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To turn the oppponent upside down? I'm lost lol. Can you explain?
Re: How would one...
#7  August 22, 2019, 08:35:19 am
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You can set h and v flip tags on any frame of an animation.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: How would one...
#8  August 24, 2019, 08:58:24 am
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----
The text version of that looks like
[Begin Action 25479]
5012,0, 0,0, 10, HV
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Last Edit: August 24, 2019, 09:01:58 am by Odb718
Re: How would one...
#9  August 25, 2019, 04:27:42 am
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Where the character being thrown is, I would like to flip him upside down on this animation.  I can flip him horizontally with the "Flip H" in the bottom corner but thats it. Maybe now I'm making sense.

DS

Re: How would one...
#10  August 25, 2019, 05:20:27 am
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We understand it, but there is no option to flip vertically in the throw creator. What Odb said is you need to flip it in the AIR file. Look at the pic he posted.
Re: How would one...
#11  August 25, 2019, 06:52:42 am
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OOOOOOOOOHHHHHHH! I get it now. So should I edit this in the p2 animation?
Re: How would one...
#12  August 25, 2019, 09:34:44 am
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No, never edit P2's files unless there's a specific problem.
Use onion skin to help align your sprites. Like how I have the grey Ryu in the BG.
You will use ChangeAnim and ChangeAnim2 in your state and custom state.
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Re: How would one...
#13  August 25, 2019, 03:18:34 pm
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So, in your example your using 5012. Won't you have to change it and turn it back to its original state after flipping it? Otherwise, whenever your characters takes a "Stand/Air Hit low hard" your character is going to flip upside down.

DS

Re: How would one...
#14  August 25, 2019, 10:42:15 pm
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When you're making a throw, usually you create 2 animations, one for your character and one for the opponent, but both of them in YOUR AIR file. Using ChangeAnim2 will make the opponent display the animation in your AIR file instead of using one in their own. You're not going to use the default get hit animations, you need to create one for this throw specifically.
Re: How would one...
#15  August 26, 2019, 07:27:32 am
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So, in your example your using 5012. Won't you have to change it and turn it back to its original state after flipping it? Otherwise, whenever your characters takes a "Stand/Air Hit low hard" your character is going to flip upside down.
No, I'm not using Anim 5012. I'm showing sprite 5012,0 in Anim 25479. If you check your character's sprite 5012,0 you'll see it should be in the same position as the Onion Skin. And if you flip it both horizontally and vertically in the anim you should see it looks like my color Ryu.
Those reactions dont use 5012,0 either way. Those reactions use the sprites axis'd around the feet.

Like DeathScythe alluded to, Animations don't control sprites. They just display them. You can position the sprite any where in the animation, and then position the animation anywhere in game.

You seems to be missing some simple understanding of how things work. I'm not knocking you for this. You're just missing 1 piece to the puzzle before everything will click.
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Re: How would one...
#16  September 02, 2019, 02:32:01 am
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So my throw refuses to happen at all. I dont have any errors popping up before testing.

[Statedef 770]
type = S
movetype= A
physics = N
juggle = 0
velset = 0
anim = 770

[State 770, 1]
type = HitDef
trigger1 = time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
p1stateno = 775
p2stateno = 780

[State 770, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------
[Statedef 775]
type = S
movetype= A
physics = N
anim = 775
poweradd = 60

[State 775, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 96.0, -3.5

[State 775, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 54.0, 44.0

[State 775, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 68.5, -54.0

[State 775, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -82.0, -59.0

[State 775, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -78

[State 775, Throw]
type = TargetState
trigger1 = AnimElem = 4
value = 21

[State 775, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------
[Statedef 780]
type = A
movetype = H
physics = N
velset = 0,0

[State 780, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 780


[State 780, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .4

[State 780, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 780, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 780, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground