I will not be editing the mugen code directly (regarding cns code) instead I am using a tool that generates cns code that should help me to standarize the code for all the characters;
QuoteI will not be editing the mugen code directly (regarding cns code) instead I am using a tool that generates cns code that should help me to standarize the code for all the characters;
Care to give more info about this?
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[Statedef #close_a]
parent = vgm_statedef_normal
#vgm_initVelSet
#vgm_initChangeAnim
[State Idle ]
parent = vgm_backToIdle
Trigger1 = !AnimelemTime(5)
[State esp]
parent = vgm_soundNormal
[State Counter Hit Damage]
parent = vgm_counterHitDamage
[State hit ]
parent = vgm_hitdef_normal_weak
Trigger1 = !AnimelemTime(4)
Damage = Floor((29+((random%1)*9.8))*fvar(0)), 0
SparkXY = 0, -75
GuardFlag = L
#vgm_endState
[State PosAdd]
Type = PosAdd
Trigger1 = AnimElemTime(1) = 0
X = ifelse(((P2BodyDist X)-(EnemyNear,Vel X)-(EnemyNear,GetHitVar(xvel)) )> 10 ,10,floor((P2BodyDist X)-(EnemyNear,Vel X)-(EnemyNear,GetHitVar(xvel))))
The WIP topic mentioned team attacks for Simul mode - is that still planned? If so, are team attacks possible with any pair of characters, or are there specific teams?
Exactly what do you mean by grab interaction? Something like being able to avoid an opponent's throw by using the same command, or something more elaborate like turning an opponent's throw into your throw if hers involves pushing and you use a command for a throw that pulls the opponent toward you?
Well, I don't like making effects so I just plan to rip them from various games.
As far as a screenpack and stages go I also plan to put the less effort in there.
the thing I will be putting the most effort with is characters, which involve the following steps.
sprite editing to normallize looks and animation (recolor, add more frames, create new moves, etc).
design the character's moves and animations.
make the sff and the base air file, if I have a source sff (such as pots sakura), it's just a matter of changin group names to the oens in the design.
make the real air file, fine tune some timings and standarize the clsns, in this case all clsns shoudl follow some simple guidelines which I am still tweaking.
make the basic cns based off the templates I have for the moves.
up until this step I was able to put up a full character (tifa) in a few hours and it felt playable already.
fine tune the cns, this takes mroe time and might even be said that's never done, the first steps of fine tuning are very noticeable for they should make the character feel more solid this generally allows the character to be able to pull proper combos as well as strategies, this also involves a bit of air editing to adjust timings.
add sounds.
add ai, in this case I want to somehow make it easier to produce my helper based ais.
fine tune add infinitum
I am really intrigued. How can I help?
1) design the new gameplay aspects and how they will be implemented.
1.1 ) attack clash.
1.2 ) projectile interaction
1.3 ) grab interaction.
2 ) implement new gameplay aspects in samus to create the base template.
3) design a file structure that makes working in this project easier to handle.
4) create a more proper documentation folder separated by objects (characters, satges,e etc..) to keep track fo the progress, thigh might be rendered irrelevant by this subforum.