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Deathtanz Mantisk help: Border walls and attacks involving the walls. (Read 1077 times)

Started by RedDragonCats17, March 17, 2019, 12:46:41 am
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Deathtanz Mantisk help: Border walls and attacks involving the walls.
#1  March 17, 2019, 12:46:41 am
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So... I decided to make a help thread involving Deathtanz, since no one is replying to my Omega transformation thread, and I am planning on making a Smash Bros style trailer for MegaMan Zero (don't know how considering what I have), but I don't have enough bosses. 3 bosses are in the works: Deathtanz himself, Panter Flauclaws, and Copy X. I need more bosses for the trailer, so I'm thinking about taking a break from MegaMan Zero until I get enough bosses to satisfy me. I might work on the boss version of Omega Zero after I'm through coding these 3 just to end the trailer with Zero clashing with Omega Zero.

That said, let's get on with this: I want to make border walls for Deathtanz if he's fighting in a longer stage, like the Ice Beach stage I made. Deathtanz has a lot of attacks involving the border, like the jump off the wall slashes, his boomerang scythes, and his wall boomerang scythes.

For starters, I want to keep the camera in the same spot that the characters start in. I know it's a screenbound, the thing is idk how to code it to prevent the camera from moving regardless if player 1 or 3 move either left or right.

The border itself is possibly a helper, so I want to do the helper later.

But for now, I want to start with the screenbound. How can I prevent the camera from moving?
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#2  March 18, 2019, 04:02:07 am
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Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#3  March 18, 2019, 04:40:33 am
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I did. I didn't realize that both player 1 and player 2 need screenbound to be active in order to work properly. I kinda thought that the borders would require some bizarre helper code, but I thought otherwise.

I gave Deathtanz a screenbound, and there is the wall I wanted. I also gave Zero one so that it could work.

Now Deathtanz has a lot of attacks involving the border. For starters, I want to start with his boomerang scythe attack. If you look at this video, from what I've understand, the scythes will only go up and back once they hit a wall. This could be a little trickier than the Shield Boomerang I did a while back.



How can I possibly make this and the wall grab variant possible? I'll prepare everything while you figure something out.
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#4  March 18, 2019, 08:55:40 pm
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Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#5  March 18, 2019, 09:41:51 pm
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This character is a boss for the game, so it's not a normal release. The other characters can be normal releases if I wanted to release them.

I'll take a look at frontedgedist and see what I can do.

----

Update:

https://streamable.com/ungfs

Code:
[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 5
y = 0
 
[State 0, VelSet]
type = VelSet
trigger1 = frontedgedist < 20
x = 0
y = -5

Ain't bad. Now here's my question, is there such thing as "topedgedist?" Because I want the scythes to, more-or-less, travel on the... Windows bar? If that's what it's called and if that's the right way to say it? If there isn't then how can I make the scythes do that?
Last Edit: March 18, 2019, 10:22:49 pm by RedDragonCats17
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#6  March 20, 2019, 02:22:23 am
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Spoiler, click to toggle visibilty
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#7  March 20, 2019, 02:44:56 am
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Thanks for posting the code. I changed or added a few triggers, I think this will work out but look it over and test it out. Explaining this is discord would have been a pain!


Code:
;------------------------------------------------------------------------------------------------------
[Statedef 2000]
movetype = A
anim = 2000
sprpriority = 3
 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
 
[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 7
y = 0
 
[State 0, VelSet]
type = VelSet
Trigger1 = pos y = 0 ; assuming this projectile starts at pos y 0.
trigger1 = frontedgedist < 20
x = 0
y = -7
 
[State 0, VelSet]
type = VelSet
trigger1 = root,Pos Y - ScreenPos Y >= pos y
x = -7
y = 0
 
[State 0, VelSet]
type = VelSet
trigger1 = root,Pos Y - ScreenPos Y >= pos y
trigger1 = parentdist X = -5
x = 0
y = 7
 
[State 0, ChangeState]
type = ChangeState
trigger1 = parentdist Y = 0
Trigger1 = vel y > 0
value = 2001
 
;------------------------------------------------------------------------------------------------------
[Statedef 2001]
movetype = I
 
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 0

Last Edit: March 20, 2019, 04:29:25 am by ink
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#8  March 20, 2019, 03:39:33 am
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Well, I'm stomped. I put the code that you gave to me into Deathtanz, and it's still looking like this: https://streamable.com/h866c

This is really starting to get to me.
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#9  March 20, 2019, 03:49:05 am
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Updated that code, give it a try. Maybe gameheight works differently than I’m thinking... I’ll have to look into that later.
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#10  March 20, 2019, 05:38:53 am
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Okay, it looks like this now.

https://streamable.com/842ve

So I guess the other set up for it going up did work, we just have to find a way to make it go back exactly when I want to, and doing that requires, I have been watching DashieGames, BRAIN MEATS.

Currently... I got nothing, lol (it's been a while since I've used that). If you got any ideas, let me know. For now, my current goal is to get the scythes to work exactly as I wan them to. I'll work on his other scythe move after I finish Omega's win pose.

At this point, we're going to be needing the biggest brains of the forums.
Last Edit: March 20, 2019, 05:50:55 am by RedDragonCats17
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#11  March 20, 2019, 11:51:29 am
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That codes second velset has a note included. The pos y = 0 may need adjusted for it to work, maybe something like pos y > -100 would be better.
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#12  March 21, 2019, 02:32:52 am
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Okay, it looks like this now. It's not bad, but it still needs to go down once it's on top of Deathtanz, so the fourth velset need to be adjusted. I'll just stick with this height for now and we'll adjust it later, maybe when Deathtanz is in his final phase development.

https://streamable.com/81o1o
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#13  March 21, 2019, 03:34:46 am
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Pretty much the same deal. You need another trigger1 in the second velset so it’s not constantly triggering... try adding trigger1 = parentdist X < -5
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#14  March 21, 2019, 03:54:56 am
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I tried that and it did nothing. I even tried this >, this >=, and this <=, and it still did nothing.
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#15  March 21, 2019, 04:20:44 am
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My bad, I meant add it to the 3rd velset... you should have caught that! Lol
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#16  March 21, 2019, 04:31:04 am
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You mean the 4th velset. The 4th velset is what makes the scythe go down.

Code:
[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 7
y = 0
 
[State 0, VelSet]
type = VelSet
Trigger1 = pos y > -100
trigger1 = frontedgedist < 20
x = 0
y = -7
 
[State 0, VelSet]
type = VelSet
trigger1 = root,Pos Y - ScreenPos Y >= pos y
x = -7
y = 0
 
[State 0, VelSet] ;This one
type = VelSet
trigger1 = abs(floor(pos y)) >= gameheight
trigger1 = parentdist X <= 0
x = 0
y = 7
Re: Deathtanz Mantisk help: Border walls and attacks involving the walls.
#17  March 21, 2019, 11:55:13 am
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Nope, it’s the 3rd one. The trigger is to ensure it stops triggering if its at -5 or closer to parent(root), if it continues triggering the 4th velset will be interrupted or appear to be ignored.