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How do I turn Kung Fu Man's backwards hop into a run? (Read 2218 times)

Started by Mimikyutest77, July 14, 2019, 12:50:20 am
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How do I turn Kung Fu Man's backwards hop into a run?
#1  July 14, 2019, 12:50:20 am
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I've edited the X number of his run.back speed to be the same as his forwards run and I've edited its Y variable to be 0, and I've changed his Back Hop sprites to be horizontally reversed copies of his forwards run animation. But instead of running backwards like I want him to, he just hops backwards a small distance

How do I turn his backwards dash into a proper backwards run that lasts for as long as I hold the second back input of BB?

DW

Re: How do I turn Kung Fu Man's backwards hop into a run?
#2  July 14, 2019, 12:54:08 am
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You have to change the coding as well. Changing the anim is just half the battle. Look over his running forward code, then change accordingly in another new statedef for it to be BB instead of FF, uses the new anim you made for it, and you're required to hold Back to maintain it. Basically, you got to invert the coding for it as well.
Last Edit: July 14, 2019, 12:58:07 am by Miriam's Wolf
Re: How do I turn Kung Fu Man's backwards hop into a run?
#3  July 14, 2019, 01:56:25 pm
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I'm sorry but I can't find his running forward code. Where is that on KFM?
Re: How do I turn Kung Fu Man's backwards hop into a run?
#4  July 16, 2019, 01:45:14 am
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Use Debug to find out simple stuff like this. Press Ctrl+D and some info will pop up in the bottom left. (and maybe the top left)
The State and Animation numbers should always be shown.
But more than likely it's [StateDef 100]
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Re: How do I turn Kung Fu Man's backwards hop into a run?
#5  July 17, 2019, 08:06:29 pm
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Alright it works, but when I try to add a "after dashing, hold the other direction to reverse your dash's direction without needing to doubletap" system this removes my ability to hold either dash for longer than its animation's duration.
Re: How do I turn Kung Fu Man's backwards hop into a run?
#6  July 17, 2019, 11:39:46 pm
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Change your changestate from an animation based trigger, to a command != trigger.
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Re: How do I turn Kung Fu Man's backwards hop into a run?
#7  July 30, 2019, 04:01:43 am
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Sorry for the bump but I've finally got the held run and Dashdance working. But if I dashdance too quickly and accidentally press left and right at the same time when dashdancing, even for a single frame, the game crashes and an error message pops up saying I caused an infinite loop.

How do I fix this? Do I need to post the code I used for the run and backrun?
Re: How do I turn Kung Fu Man's backwards hop into a run?
#8  July 30, 2019, 06:57:14 pm
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Sounds like you're not setting
ctrl=0
or maybe in your CMD file you need to make a trigger to stop it from changing if the other direction is held.
or maybe both.
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Re: How do I turn Kung Fu Man's backwards hop into a run?
#9  August 01, 2019, 01:31:33 am
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Wait if I set Ctrl to 0 can I still do the "change to this state if this button is changed" thing?
Re: How do I turn Kung Fu Man's backwards hop into a run?
#10  August 01, 2019, 02:39:05 am
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Update: If I make every instance of holdforwards and holdbackwards used in the run animations exclusive, none of them work.
Re: How do I turn Kung Fu Man's backwards hop into a run?
#11  August 05, 2019, 11:33:50 am
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