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changing animation frames during throw of enemy? (Read 928 times)

Started by Daimonmau, April 16, 2009, 05:14:14 am
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changing animation frames during throw of enemy?
#1  April 16, 2009, 05:14:14 am
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I am doing a char that has a move of transformation, he changes in other char after this certain move. everything is ok so far, but I don't have a clue on how to make he change his animation when he is grabbed by the enemy. I mean, when the char is sent to a custon state in the hands of the enemy, he uses a animation that the enemy has, that is build with frames from the groups 5000 to 5072.
There isn't a way to be able to change the group of animations? for example some code that, when the char is sent to a custom state build from frames from the group 5000, image 10 and 20, changes to group 6000, image 10 and 20.

I presume there isn't a code for that?

(In other words for better explanation: when my char is transformed all is coll, but when he is grabbed by the enemy (a throw) he changes to his former self during the throw animation)

The only thing I could do so far was that, when the char is grabbed, he goes to one animation that I choose. but having a generic hit animation for all the throws of the enemies is bad, hahaha
Re: changing animation frames during throw of enemy?
#2  April 16, 2009, 06:00:03 am
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You've run into something we tell ANYONE using the transformation coding. It breaks during custom states except in a full game. There is no way out of this at all.


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Re: changing animation frames during throw of enemy?
#3  April 16, 2009, 06:09:32 am
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Yeah... I was presuming that there would not be a way to solve this unles if some code exist that would allow control over group of images...

so, my only 3 options would be:
- let the way it is (while grabed the char returns momentary to his former self, hahaha)
- make a fix geral animation (maybe I make the char be fully crouche and with a type of shield around him... meaning that when he was grabbed he creates a special shield and looses less energy or something, haha)
- or make the char transformed invulnerable to throws (no fun)

there isn't a fourth option?
Re: changing animation frames during throw of enemy?
#4  April 16, 2009, 04:37:30 pm
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There are some complex techniques that fix the problem, but not 100%. considering how much of a hassle they are it's better to go with option 1.
Re: changing animation frames during throw of enemy?
#5  April 17, 2009, 05:28:01 am
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hum... interesting... I presume this techniques resolve around detecting if the char is close or far from the enemy, the walls and the floor? and then putting diferent fixed animations?

I will probably choose the first option, but, just for curiosity, tell me a little about this techniques and stuff (just a small aswer, don't need to tellme the techniques)
Re: changing animation frames during throw of enemy?
#6  April 17, 2009, 04:23:06 pm
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but having a generic hit animation for all the throws of the enemies is bad, hahaha
That and the opponent can very well have an elaborate throw where he actually checks which animation you are in and so on.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: changing animation frames during throw of enemy?
#7  April 17, 2009, 04:39:20 pm
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There is also the big image method but I don't remember some details on how it works, the big image contains both sprites , separated by 500 pixels or more, then you use something so when you are thrown it moves form the axis 500 pixels so the other image shows.
Re: changing animation frames during throw of enemy?
#8  April 17, 2009, 04:50:33 pm
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and that can still fuck up on big stages in simul. There is every possibility that a random combination of events will cause the original character to show up on screen.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: changing animation frames during throw of enemy?
#9  April 17, 2009, 05:01:06 pm
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And a TargetBind will screw the axis shift.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: changing animation frames during throw of enemy?
#10  April 17, 2009, 06:29:50 pm
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same for angledraws.
Re: changing animation frames during throw of enemy?
#11  April 17, 2009, 11:35:36 pm
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Using offset would get you correct binding vs targetbind. But would still fuck up on angledraw i believe.

I forget if offset moves clsns.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: changing animation frames during throw of enemy?
#12  April 18, 2009, 05:38:09 am
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AArrgh, to much work to make the big image method.
well, I made some tests with the "generic animation" (the char stays a moment in stand up hit animation then begin to go to the fall animation), and with some chars the throw looks good to really good, in some others look bad (but passable), but there is some problem that I din't find the cause yet: after some kind of throws from some enemies, the char can't use attacks anymore. you can walk, crouch, jump... but not run or attack or anything more.

anyone has some clue?
Re: changing animation frames during throw of enemy?
#13  April 18, 2009, 05:41:03 am
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off course the cause may be the way the throw of the enemy was programed, but there isn't some way to fix this? like some code that makes the char come back to normal that I make activate after the throws of the enemies?
Re: changing animation frames during throw of enemy?
#14  April 18, 2009, 07:34:41 am
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You can only fix it in the character with the throw. They have to have a special transformed version of the animation in their .air and be able to detect that you're transformed, then apply it to your character.

Changeanim2 = use your animations, not the opponents.

There is no RELIABLE way out of this. You started a transforming character, this is the risk.

The workarounds are, if thrown, or custom stated, you lose the transformation or every time you stand up, you automatically transform again.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: changing animation frames during throw of enemy?
#15  April 18, 2009, 08:08:24 pm
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hum... but you know some way to, after being throw (or sent to a custon state), when the char returns to the state 0 (stand animation) and is with this bugged thing of not being able to do any moves, I put some code on the state 0 to make the char "come back to his senses" (being able to attack, run, etc)?
Re: changing animation frames during throw of enemy?
#16  April 18, 2009, 09:01:43 pm
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the char being stuck in state 0 is often because the attacker put him in a custom state and didn't "release" him. So whatever you put in your state 0 is useless since your character is actually in your opponent's state 0, but if anything you can try playing with your state -2. I don't remember if there is any trigger that can check if you are in one of your own states though, only SelfAnimExist, but in the opponent's state 0 this isn't going to help.
You can check that by hitting ctrl+D when that happens, if you have two *yellow* lines amongst the white lines at the bottom of the screen, it means your char is in the opponent's states.

In case all the lines are white, it's just that you didn't regain control. This is a bug from the opponent's throw, but you can fix it on your end by putting a type = CtrlSet in your statedef -2 triggered by StateNo = 0 && !Ctrl. Hopefully your char doesn't have a unique case where it would be normal for him to be in state 0 and not have control.

At any rate, it would just be better to fix the opponent's throw rather than your character which has nothing wrong.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Last Edit: April 18, 2009, 09:07:53 pm by Byakko
Re: changing animation frames during throw of enemy?
#17  April 18, 2009, 09:50:38 pm
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Yeah, thanks for the answer byakko (isn't this the name of some anime charachter? I can't remember where I heard this name). The funny thing is that, just some moment before read your answer I was doing some tests and checks and figured the problem, that was what you was talking about.
until today I din't know that at the end of some throw you must put "selfstate" instead of "changestate" (I imagine now how that this problem was not ocurring with my previous char, since in the end of his second throw there is "changestate" instead of "selfstate")
Re: changing animation frames during throw of enemy?
#18  April 18, 2009, 10:31:29 pm
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Quote
isn't this the name of some anime charachter? I can't remember where I heard this name
Chinese / Japanese mythology, re-used in more animes than you can count.
Quote
I imagine now how that this problem was not ocurring with my previous char, since in the end of his second throw there is "changestate" instead of "selfstate"
That... doesn't sound quite right. Should be better to switch that too. Even if there's no apparent glitch so far, you might want to at least do it for safety purpose, to make your code as clean as possible. Just in case something blows up someday and you waste hours figuring out why.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: changing animation frames during throw of enemy?
#19  April 19, 2009, 12:26:43 am
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Yeah, but the problem is that I allready released him, about 2 weeks ago. so I can't fix this until someday I release some update with more things fixed/improved.
Maybe you allready heard of my char, I presume it's a little famous, it's the "bebum ryo", hahaha.

well, thanks for the aswer and stuff (and thinking well... it's really strange that there isn't any problem with the bebum throw, since I used his "esquelet" to begin to make this new char that I am doing)