When the attack hits the opponent, make the screen flash white :P
Nobody will notice the sudden jump in anims
I believe that what you're looking for is within the common required sprites.
When the attack hits the opponent, make the screen flash white :P
Nobody will notice the sudden jump in anims
I have a custom get-hit anim for P2 using that sprite :) But the issue is that the animation jumps depending on where P2's axis orientation is when touching the light.Ah okay. Good! :) Really, it's just a matter of offsetting the extra distance by calculating how much the sprite is off. You would just trigger that on the frame/state/whatever that you need it to. The sctrl would probably be Offset. I've had issues with PosFreeze in the past, but I think it was just my situation. See how it works for you though.
I'm hoping to have the animation behave as I envision, with P2 freezing immediately when he touches the light, whether standing, crouching, in mid-air or whatever, then flying directly into the center of Jailbot's face. I have a basic understanding of throw mechanics, but I'm not keen on changing the axis orientation smoothly between frames (or in this case, States)
Ah okay. Good! :) Really, it's just a matter of offsetting the extra distance by calculating how much the sprite is off. You would just trigger that on the frame/state/whatever that you need it to. The sctrl would probably be Offset. I've had issues with PosFreeze in the past, but I think it was just my situation. See how it works for you though
I get the concept here, but I'm clueless on calculating the necessary offset. I can make this work for one specific state against one specific opponent, but I'm totally lost on how to do this against any opponent, in any anim.The only thing I can think of is to rely on the enemy constant (const) values. You'll be jumping from center to origin (or vice versa) right? Regardless of enemy size, if they have properly set size.height in their character, then half of that would be your offset. You can try to account for if it's not set by providing some sort of fallback value to minimize the jump.
[State 3303, 1]
type = Offset
trigger1 = Time = [0,100]
y = Const(size.mid.pos.y)