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Marvel & DC Projects Thread (Current W.I.P: Iron Man) (Read 274652 times)

Started by RΣDDBRIПK, September 06, 2018, 07:16:33 pm
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Re: Marvel Project Thread (Current W.I.P: Iron Man)
#241  February 20, 2019, 11:45:38 pm
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This may seem impossible but i thought i would ask. this is for the iron armada intro.

I have 6 helpers currently. 1 for each suit. now i want each helper to pick a suit animation randomly but how would i go about making sure that they don't pick the same animation multiple times?

An example would be...
-Helper 1 picks the MK-IV armor randomly
-Helper 2 happens to pick the same anim

How would i make sure that helper 2 doesn't pick the same anim that helper 1 had already selected?
I apologize if this makes absolutely no sense.
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Re: Marvel Project Thread (Current W.I.P: Iron Man)
#242  February 21, 2019, 12:34:33 am
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well friend.. i believe the helper 2 is doing a wrong reading of this anim because it needs a separation to prevent it.

you need separate all anims for different numbers and put names to identify them.

Example:

INTRO 1 was coded to read the numbers 1,2,3 randomly

INTRO 2 was coded to read the numbers 4,5,6 randomly

put different numbers of statedefs for each helper 1 and 2 both don't be able to read numbers non existent at the config of them.

if you separate every anim at different statedef with different numbers, the helper 2 won't be able to read the config from helper 1, like that they don´t repeat the same stuff.

helper 2 reads only 4,5,6, so it's not able to ready 1,2,3 because it doesn´t found these numbers anyway because you prevent it with the separation.









Last Edit: February 21, 2019, 04:32:23 am by Mazemerald.

lui

Re: Marvel Project Thread (Current W.I.P: Iron Man)
#243  February 21, 2019, 02:40:30 pm
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This may seem impossible but i thought i would ask. this is for the iron armada intro.

I have 6 helpers currently. 1 for each suit. now i want each helper to pick a suit animation randomly but how would i go about making sure that they don't pick the same animation multiple times?

An example would be...
-Helper 1 picks the MK-IV armor randomly
-Helper 2 happens to pick the same anim

How would i make sure that helper 2 doesn't pick the same anim that helper 1 had already selected?
I apologize if this makes absolutely no sense.

you could just assign certain armors to certain positions.

for example, Stealth, original and Silver Centurion take up position 1

gold, hulkbuster, war machine go take up position 2

etc.
Re: Marvel Project Thread (Current W.I.P: Iron Man)
#244  March 03, 2019, 11:34:20 pm
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Just needs some Re-alignment/Re-positioning of the suits as this was just a test run. Should each suit have a different Y Velocity for flight, or should i leave it as is?

Also is there way i can have a sound fade out using code, or would i have to modify a sound file for the fade out?
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Re: Marvel Project Thread (Current W.I.P: Iron Man)
#245  March 06, 2019, 02:12:35 am
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Don't know about different vels. But maybe add some ease in so they look like they are accelerating instead of the consistent vel?
(Start slow and end up faster).
Now it just looks like they are floating.
Re: Marvel Project Thread (Current W.I.P: Iron Man)
#246  March 06, 2019, 02:21:16 am
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Don't know about different vels. But maybe add some ease in so they look like they are accelerating instead of the consistent vel?
(Start slow and end up faster).
Now it just looks like they are floating.

Noted. thanks for the feedback.
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Re: Marvel Project Thread (Current W.I.P: Iron Man)
#247  March 27, 2019, 01:31:24 am
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still adjusting the positioning of the suits but here is another video.


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Re: Marvel Project Thread (Current W.I.P: Iron Man)
#248  April 16, 2019, 12:50:50 am
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Can anyone recommend some good FX for Repulsor Blast & Repulsor Spread?
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Re: Marvel Project Thread (Current W.I.P: Iron Man)
#249  April 16, 2019, 01:41:45 am
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I can't recall those by name, could you show them to us (and also their hitboxes, FX can be misleading to the eye)?
Re: Marvel Project Thread (Current W.I.P: Iron Man)
#250  April 16, 2019, 01:49:35 am
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Around 0:35 is when you will see both moves used.
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Re: Marvel Project Thread (Current W.I.P: Iron Man)
#251  April 25, 2019, 11:53:28 am
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Finished another intro. gonna do 1 more intro with pepper potts and that will be it for the intros.

i want the rocket sound to fade as the rocket flys off screen. is there any way i can do that through code. or would i have to manually edit a sound file to get the fade to work?
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Re: Marvel Project Thread (Current W.I.P: Iron Man)
#252  April 25, 2019, 02:47:42 pm
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Mr.Giang's Iron Man has a nice Repulsor Blast and spread FX
Re: Marvel Project Thread (Current W.I.P: Iron Man)
#253  April 25, 2019, 10:50:24 pm
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Finished another intro. gonna do 1 more intro with pepper potts and that will be it for the intros.
[youtube]https://www.youtube.com/watch?v=V7woFL7wnvg&feature=youtu.be[/youtube]
i want the rocket sound to fade as the rocket flys off screen. is there any way i can do that through code. or would i have to manually edit a sound file to get the fade to work?

 You could probably have the volumescale decrease gradually over a period of time or over a certain amount of horizontal pixels in a similar way you would scale explods over time and use stopsnd once it reaches a certain distance off-screen, no need to edit sounds as it'll save you on file size using the workaround I suggested. Of course this means you'll have to assign a specific sound channel so that stopsnd will only silence those very specific sounds.
Re: Marvel Project Thread (Current W.I.P: Iron Man)
#254  April 26, 2019, 12:36:20 am
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You could probably have the volumescale decrease gradually over a period of time or over a certain amount of horizontal pixels in a similar way you would scale explods over time and use stopsnd once it reaches a certain distance off-screen, no need to edit sounds as it'll save you on file size using the workaround I suggested. Of course this means you'll have to assign a specific sound channel so that stopsnd will only silence those very specific sounds.

What trigger would i use to gradually decrease volumescale? Would a pos trigger work?
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Re: Marvel Project Thread (Current W.I.P: Iron Man)
#255  April 26, 2019, 02:03:29 am
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You could probably have the volumescale decrease gradually over a period of time or over a certain amount of horizontal pixels in a similar way you would scale explods over time and use stopsnd once it reaches a certain distance off-screen, no need to edit sounds as it'll save you on file size using the workaround I suggested. Of course this means you'll have to assign a specific sound channel so that stopsnd will only silence those very specific sounds.

What trigger would i use to gradually decrease volumescale? Would a pos trigger work?

 Personally, I've never experimented with sound scaling before, but I'd figure the existence of volumescale could be exploited in a similar manner as one can exploit the scale parameter in anglescale or explod.

Quote
[State 3440, Modifyexplod]
type = modifyexplod
trigger1 = time = [330,430]
ID = 6705
scale = 5-(0.32*(Time-360)), 5-(0.32*(Time-360))

 Note how I can use time ranges in conjunction of arithmetic to shrink an explod? It's probably doable with math like this for sound, but I have yet to confirm the theory myself.
Re: Marvel Project Thread (Current W.I.P: Iron Man)
#256  April 26, 2019, 02:36:53 am
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i will play around with some values and report back here if anything comes up.
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Re: Marvel Project Thread (Current W.I.P: Iron Man)
#257  April 26, 2019, 03:13:12 am
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Seeing this got bumped, I figure this is a good time to share some of my unused Ironman resources that didn't make it in my version, which could be useful for you. During the development of my Ironman, I did ask Sky to separate the Repulsive Blast FX out of the sprites and here is the result:

The Blast FX:


Repulsive Blast anim:


Ironman's arm during the move (you can use it as Explod over the Blast FX):


Hope this will help you. Good luck!
Re: Marvel Project Thread (Current W.I.P: Iron Man)
#258  April 26, 2019, 03:22:59 pm
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Personally, I've never experimented with sound scaling before, but I'd figure the existence of volumescale could be exploited in a similar manner as one can exploit the scale parameter in anglescale or explod.

This SOUNDS plausible, but one fatal flaw. volumescale is a FIXED variable. Angle is updated every tick. Unless you can find a way to update volumescale every tick, this would not work at all.
Last Edit: April 26, 2019, 03:27:34 pm by Dawn de Era
Re: Marvel Project Thread (Current W.I.P: Iron Man)
#259  April 26, 2019, 08:44:54 pm
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If the sound effect is looping, then you can disable the autoloop and manually loop it.

Just look at the sound duration and trigger PlaySnd repeatedly, with a scaling volumescale parameter.

If the sound is for example, 49 ticks... something like this... adjust the calculations to suit your need...

type = PlaySnd
trigger1 = Time%49 = 0
volumescale = 100.0 - ((Time*1.0)/10.0)
value = xxx,xxx

Re: Marvel Project Thread (Current W.I.P: Iron Man)
#260  May 04, 2019, 11:35:01 am
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Increased his dash and backdash speeds, added air dashes, added a stopping command for the backdash, Finished his normals and added another victory.
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