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coding a command flip (Read 894 times)

Started by kiLabee, September 13, 2018, 06:35:01 am
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coding a command flip
#1  September 13, 2018, 06:35:01 am
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so i recently have been able to recover my trunks WIP recently and now im again underway coding and creating him.

ive modeled his moveset like DBFZ and i have trouble coding a command flip
his cyclone flip move where he can flip in or away from his opponent,

anyone have an idea how to code this??

at least here is what i want the move to do.
Spoiler, click to toggle visibilty



http://www.dustloop.com/wiki/index.php?title=DBFZ/Trunks#Normals

his dustloop wiki is ^^^
just so if anyone here can help me with these LMK if there is a tutorial for me i can read or whatever.






Last Edit: September 13, 2018, 07:08:08 am by kiLabee
Re: coding a command flip
#2  September 13, 2018, 10:22:33 am
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This is just a normal evading-like move. I'm not on my laptop right now to get the codes for you but my edited Batman has a similiar move, which you can use it as a template.

When I get home and you haven't figured it out, I will post the code. It's just a basic roll.
Re: coding a command flip
#3  September 13, 2018, 03:59:04 pm
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  • The Illusionary Wanderer
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So here is the code:
Code:
[Statedef 850]
type    = S
physics = S
movetype= I
anim = 850 ;Roll anim
ctrl = 0
velset = 0,0

[State 850, fx]
type = Playsnd ;sfx
trigger1 = AnimElem = 2
value = 0, ifelse (Random <= 500, 0, 1)
channel = 1

[State 850, Velocity]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) <= 0   ;whatever you want here
x = ifelse (AnimElemTime(5) = 0, 0, 11) ;whatever you want here

[State 850, dust]
type = Explod ;fx
trigger1 = Time % 3=0
sprpriority = 7
anim = 9185
postype = P1
pos = ifelse(random<500,15,20),ifelse(random<500,5,3)
accel = ifelse(random<500,.09,.05),0
random = 8,60
removeongethit = 1
facing = -1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
scale = .5,.5

[State 850, HitBy]
type = HitBy ;not throw invul
trigger1 = 1
value = SCA, NT,ST,HT

[State 850, Push]
type = PlayerPush ;no push
trigger1 = AnimElemTime(2) > 0 ;whatever you want here
value = 0

[State 850, AfterImage]
type = Afterimage
trigger1 = AnimElem = 2
time = 14
length = 8
FrameGap = 3
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
trans = add1

[State 850, Ctrl]
type = CtrlSet
trigger1 = AnimElemTime(6) = 0
value = 1

[State 850, StateChange]
type = Changestate
trigger1 = AnimTime = 0
value = 11
;ctrl = 1
Re: coding a command flip
#4  September 13, 2018, 09:41:05 pm
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many thanks man!

this is my first character ever. its so challenging to learn how to code but i like it.
im more of a spriter in my free time.

but so far i have made all of his normals, get hits ( a few anims are missing but hes playable)
mvc style chaining command normals and working on his movement options now ( wavedashing, airdash , instant teleport )

ill be sure to update my WIP post when i get the time.

Re: coding a command flip
#5  September 13, 2018, 10:40:59 pm
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Once you learn how to code something, you'll never forget it, and coding is my favorite part of the creation. Good luck with your projects and don't be afraid of asking for help if you need!
Re: coding a command flip
#6  September 14, 2018, 10:33:40 am
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whoa! death sythe! ive seen your stuff for a long time now.
great work my dude and yes ill be able to upload a WIP video swoon