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grapples and finishers (Read 1910 times)

Started by CLFJMPR, June 01, 2008, 01:02:25 am
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grapples and finishers
#1  June 01, 2008, 01:02:25 am
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hey ya'll, i'm working on some characters and i need some help with grappling moves and i wanna learn how to make finishing moves. i really dont want to use the "finishs him" animation, i just want a devistaing move that destroys him. i'm doing a giant monster mugen and i got the idea from a power rangers episode. can anyone help?
Re: grapples and finishers
#2  June 01, 2008, 02:44:50 am
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damage = 1000

Will kill most opponents. If you wanna be more sure. Targetlifeset value = 0 kill = 1

Will kill opponent but doesn't need all the fatality stuff to custom state them at the end or what have you.


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Re: grapples and finishers
#3  June 01, 2008, 04:33:20 am
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ok, i understand, but i'm looking for a dramatic finish LIKE mortal kombat but without the mortal kombat feel. almost like killer instinct where you just finish him off. if you would like to discuss further, please AIM me
clfjmprauto
i'm on right now if you wanna chit chat. thanks
Re: grapples and finishers
#4  June 01, 2008, 04:50:49 am
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Fine, then you just code your attack to be dramatic. Add in explods, slow down time whatever.

Your original post has requested the attack kills p2. I've given you that. Anything beyoud that is character specific and up to you.


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: grapples and finishers
#5  June 06, 2008, 08:32:37 am
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hey, would you consider a sliding move a grapple if your character throws them behind them? whats the best way to do that with fighter factory?
Re: grapples and finishers
#6  June 06, 2008, 09:42:11 am
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Not really, i mean, it could be, but it would be much easier to give them a positive velset off a hitdef and turn off playerpush for yourself when you hit them.

There's no "best way to do it in fighter factory" It'll be exactly the same in notepad.


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Re: grapples and finishers
#7  June 06, 2008, 07:14:39 pm
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well, how do i program a move like that? i would figure a dash motion, but the ONLY thing i know how to program (besides the basics) is projectiles.
Re: grapples and finishers
#8  June 06, 2008, 07:20:35 pm
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well, how do i program a move like that? i would figure a dash motion, but the ONLY thing i know how to program (besides the basics) is projectiles.

Then read the documentation and learn the basics before attempting to do advanced coding.
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Re: grapples and finishers
#9  June 06, 2008, 08:10:04 pm
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ok heres what i do hope this helps, i code the move as a regular move. i put the damage to at least 350-450. and then i add super pause for the dramatic effect. thts what i do, but i dunno, is there a better way??
Re: grapples and finishers
#10  June 06, 2008, 08:13:27 pm
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ok heres what i do hope this helps, i code the move as a regular move. i put the damage to at least 350-450. and then i add super pause for the dramatic effect. thts what i do, but i dunno, is there a better way??


Okay you  say you code the move... and in your other thread you don't how to add moves in the command....????????????
Re: grapples and finishers
#11  June 06, 2008, 08:18:38 pm
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ok heres what i do hope this helps, i code the move as a regular move. i put the damage to at least 350-450. and then i add super pause for the dramatic effect. thts what i do, but i dunno, is there a better way??

No, minus power management and other details in the hitdef, that's how you code a super.
Re: grapples and finishers
#12  June 07, 2008, 12:40:38 am
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Thats not a better way, that's just addition to what he's done.

If it works it's good enough there isn't a better way than "working"

If what you've done functions, and gives no bugs it's just as good as the piece of code combining massive expressions and 8 states to achieve the same thing.


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: grapples and finishers
#13  June 19, 2008, 02:47:42 am
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ok, update! i've figured out a finishers, but grapples are a pain still. The Great Matsuzu told me that i had to use fighter factory and use a prosses called throw creator. can anyone clue me as to where i can look at it? i figure that i can experiment with it.thanks
Re: grapples and finishers
#14  June 19, 2008, 04:17:00 am
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The Great Matsuzu needs to change his name then. You don't HAVE to use fighter factory, and if you do you don't need to use it's throw creator. Lazy matsuzu might be better.

Logically, if you're going to make use of a fighter factory function, you'd load up FF, and go looking for it, it's what anyone else telling you to use it would have to go and do anyway so you should cut out the middle man in this situation and do it yourself.


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: grapples and finishers
#15  June 19, 2008, 08:31:03 pm
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ookk...  --; even so, i wouldnt know where to begin. i'm still learning the ropes. i just was wishing for help. ive looked, but havent found anything that might help me. it's kinda hard when you have other things to do and your working on mugen as well. anyways, i'm still gonna look for myself, but some help would be nice. but if i dont have to use fighter factory, what would you suggest?
Re: grapples and finishers
#16  June 19, 2008, 08:46:34 pm
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text editors. open kungfuman's cns file and look at the explanation in the throw's code.
Re: grapples and finishers
#17  June 19, 2008, 08:49:27 pm
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thanks, i'll check it out.   ;D
um.. is that a differant program? sorry, i'm kinda dumb.  :bigcry:
never mind. i found it. thanks.  ;P
Last Edit: June 19, 2008, 08:53:43 pm by CLFJMPR
Re: grapples and finishers
#18  June 20, 2008, 05:23:57 am
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hey thanks to everyone on helping me fix my problems. i'm gonna work on grapples later. hey, does anyone know how to create a move like the cannon drill? is it a teleport thing?
Last Edit: June 20, 2008, 08:18:15 am by CLFJMPR
Re: grapples and finishers
#19  June 20, 2008, 04:44:01 pm
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cannon drill ?

How does it work/whose move is it ?
Re: grapples and finishers
#20  June 20, 2008, 06:54:53 pm
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i'm working on a godzilla char called rodan. he has in his sprites a move where he's spinning forward and doing a drilling motion.
Re: grapples and finishers
#21  June 20, 2008, 07:00:43 pm
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like mbison from street fighter ?
Re: grapples and finishers
#22  June 20, 2008, 08:16:22 pm
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didnt think of that, but yeah same idea. he's a big bird so i figured thats a move i cant leave out.i'm also having trouble with an electric attack. i got it to work, but it keeps repeating it'sself. when he's hit he's back to normal, but otherwise, he's doing the same thing. what do i do?
Last Edit: June 20, 2008, 10:27:18 pm by CLFJMPR
Re: grapples and finishers
#23  June 20, 2008, 11:31:34 pm
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post the electric attack's code.
Re: grapples and finishers
#24  June 21, 2008, 12:01:56 am
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;atomic shockwave
[Statedef 6000]
type    = S                     
movetype= A                     
physics = S                     
juggle  = 0                   
velset = 0,0                     
ctrl = 0                         
anim = 6000                     
poweradd = -1000                   
sprpriority = -1                 

[State 6000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage = 30,5                 
animtype = Medium                 
guardflag = MA                   
hitflag = MAF                   
priority = 3, Hit               
pausetime = 8, 8             
sparkno = 0                   
sparkxy = -10, -76           
hitsound = 5, 0                 
guardsound = 6, 0             
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12           
ground.velocity = -4             
airguard.velocity = -1.9,-.8     
air.type = High                 
air.velocity = -1.4,-3         
air.hittime = 12

[State 6000, 2]
type = PlaySnd
trigger1 = time = 0
value = s9,0
volume = 100


i did this as a "punch" code. did that have something to do with it?
Re: grapples and finishers
#25  June 21, 2008, 12:18:20 am
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you need a changestate back to state0 when animtime=0.
Re: grapples and finishers
#26  June 21, 2008, 12:27:06 am
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how do i accomplish that?
Re: grapples and finishers
#27  June 21, 2008, 12:38:22 am
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read the code of other punches.
Re: grapples and finishers
#28  June 21, 2008, 01:27:32 am
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ok, thanks. i'm doing it right now ;D
sorry for being a noob ;P
Re: grapples and finishers
#29  June 21, 2008, 06:45:48 am
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Don't apolgize for being a "noob"

hold your head up high and shine and don't be afraid to try things, out your far from a noob, once you start coding your an expert.

Cheers,RajaBoy
Re: grapples and finishers
#30  June 21, 2008, 07:38:00 am
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thanks, i needed that. ok, on to a new problem. i'm still not sure how to handle a move like m.bisons p-crusher move. anyone have any ideas?
Re: grapples and finishers
#31  June 21, 2008, 07:57:16 am
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thanks, i needed that. ok, on to a new problem. i'm still not sure how to handle a move like m.bisons p-crusher move. anyone have any ideas?

the coding, pretty simple really, just playing with velset, and if exactly like M.Bisons, then sreen bounds and expodes.


first what you want to do, is create a state, with physics=N,and whatever statetype=S if on the ground or A if in the Air etc. etc.

then you look at the animaion and you see how many, animations it has, and how it looks,

let's say the first 3 animations the character is getting ready to do the move,
you leave the vel x alone on heat on,
finally when the animations is to attack you add a velset/veladd/ posadd or whatever you want, with a velocity x >0 whichever speed you want. don't forget thatif you make his pos y a negative value as to use  a statetype set if his animaton is not air already, and it's only fair to call a statetype a when the move is obvosly there. then you add a velmul/velset/ at a certain point to end the velocity, or you can use a change state to a diferent state with a stopping animaton and vel =0 or something

if you want to go through your opponent with the move is active use sctrl, playerpush, and if you wan to bounce back use a velset, hat triggers on movecontact, with a negative x value, and or neagtive y value.

i think thats as moderate as I can explainit to you my friend.

Cheers,RajaBoy