I'm a little embarrassed and flattered that my ideas for Alena are actually being used elsewhere. I hope your project continues to progress smoothly from here on out
Re: P2 enters on a Air state if it's grabbed in a canceled throw
If its a throw attack then you have no actual hitdefs anywhere, correct? And you added a nothitby? because otherwise he'll just be sent into a general gethit state and it'll break the grab.
I was just thinking, but if you made his tattered robe with like 2 big tears at the bottom instead of what...7-8 little ones? It could save you some time down the road. Or just none at all. I don't think anyone would mind the lack of detail pertaining to that unless it would bother you personally.
Sora is definitely a big one. Coding wise there's so much to him that its like neverending fun, but at the same time a huge hassle. DEFINITELY can't wait to see where that goes.
Never heard of Tiki, but he's appealing to me so bring it on. I like new things
Edit: The only few inspirations I noticed were some of Chun-Li's CvS sprite kicks.
Coincidentally, Asura and Tifa were some of my most desired characters for Mugen after Adell from Disgaea. You're gonna have crazy fun coding them for sure.
Sprites are looking pretty good, too. The bouncing gives it a lot of life.
You want a clone to attack after a certain amount of delay?
Spawn a helper....make it change state to its attack state after idk 200 ticks. When the attack ends, back to neutral state for another 200 ticks. It's pretty straightforward if you ask me. It's not to different from making an AI.
Re: Iirera by Metal Warrior and the Creative Studio
So you don't want an actual homing attack, you just want to match your opponents vertical velocity? Or fly to his location vertically? Not horizontally? Just following your opponent vertically should be as simple as something like..
[state 0, velset] type=velset trigger1=1 y=enemynear,vel y ignorehitpause=1
You only need 1 state if it fires 2 fireballs at once. Make it so you regain control after a certain amount of time has passed after the 2nd fireball. That way you just use the same state over and over repeatedly. Put a var trigger on the command itself. triggerall = var(5)<10 In statedef -2 have a varset to set var(5) back to 0 when you're no longer in that fireball state.
Is the tailspin the hitting and spinning of the opponent and even after hitting the ground they can still be hit from another combo? Because thats as simple as setting your hitflag to hit downed/falling opponents. hitflag = MAFD
Re: Greetings... I have a bug with a Grab command.
If you use sprites other than the required sprites for a grab (i.e 5000,5001,5002,5010,etc.) in the animations, you'll get vanishing shit. Don't do that.
I remember trying to do this a few years ago. I just assumed it was as simple as an angleset and an increasing/decreasing var that changes the hitboxes animation to another animation with hitboxes at an angle that matches the beam. itd be a lot of work if it worked, but less confusing.
oh.it does work. i just didnt want to put that much effort into it. oh well.