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Mothra67

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Messages by Mothra67

    

Re: Character WIP I need Help please.....

 December 25, 2014, 11:53:59 pm View in topic context
 Posted by Mothra67  in Character WIP I need Help please..... (Started by Mothra67 December 25, 2014, 08:55:33 pm
 Board: M.U.G.E.N Development Help

nah, I just had 2 frames of animation instead of 3!  Thanks for the help!  That did the trick.  now on to supers!
    

Re: Character WIP I need Help please.....

 December 25, 2014, 10:34:55 pm View in topic context
 Posted by Mothra67  in Character WIP I need Help please..... (Started by Mothra67 December 25, 2014, 08:55:33 pm
 Board: M.U.G.E.N Development Help

Wait!  I only had 2 frames for those animations!  I added the 3rd like you said and Bam!  Did the trick!!!  Thank you so much!!!
    

Character WIP I need Help please.....

 December 25, 2014, 08:55:33 pm View in topic context
 Posted by Mothra67  in Character WIP I need Help please..... (Started by Mothra67 December 25, 2014, 08:55:33 pm
 Board: M.U.G.E.N Development Help

only been into mugen a month.  My 12 year old son got me into it.  I decided to take it on myself to make a character, so when I succeed I can then make for him.  Havin trouble getting light attacks to hit the opponent.  I have tried all the coding solutions, and they did not work.

Using SuperGeon sprites
KFM is my template

Here is a video I posted on Youtube to show the issue:

http://www.youtube.com/watch?v=-a3TB1uwfes

and before you all say anything; yes I already fixed the black border around the sprites in the lose animation!  :)

Any Constructive help is greatly appreciated.  Keep in mind I am doing this all for my son.

Thanks in advance

PS:  here is the code for the moves.  Maybe you can see if I missed something or left out something that I cannot being so new to all this:

[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 50                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 50, 15                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = H                   ;Flags on how move is to be guarded against
hitflag = H                    ;Flags of conditions that move can hit
priority = 7, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 10                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 2             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -1             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 100, 25
hitflag = H
guardflag = M
pausetime = 0,10
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 210, 3]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210
elem = 6

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1