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Character WIP I need Help please..... (Read 281 times)

Started by Mothra67, December 25, 2014, 08:55:33 pm
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Character WIP I need Help please.....
#1  December 25, 2014, 08:55:33 pm
  • Keep Calm and Defeat Kaiju
    • USA
    • butterfree67@gmail.com
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
Last Edit: December 25, 2014, 08:59:30 pm by Mothra67
Re: Character WIP I need Help please.....
#2  December 25, 2014, 10:25:57 pm
  • ***
  • Lacking any sort of resolve
    • USA
    • www.geocities.jp/doubletrend_zeta/entry.html
Your hitdef trigger is fine, which means that you should check the third element of animation 200 to see if there is a red collision box there for the hitdef to use.

Can you provide images of the animation in whatever editor you're using?

im buggin out man
Buriki One
Re: Character WIP I need Help please.....
#3  December 25, 2014, 10:34:55 pm
  • Keep Calm and Defeat Kaiju
    • USA
    • butterfree67@gmail.com
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!!!
Last Edit: December 25, 2014, 10:40:31 pm by Mothra67
Re: Character WIP I need Help please.....
#4  December 25, 2014, 10:43:24 pm
  • ***
  • Lacking any sort of resolve
    • USA
    • www.geocities.jp/doubletrend_zeta/entry.html
Take a picture of animation frame 3 like this, so I can see why your hitdef isn't working.


Either you don't have a red hitbox in the frame specified by the hitdef or your standing stance doesn't have a blue hitbox.

im buggin out man
Buriki One
Re: Character WIP I need Help please.....
#5  December 25, 2014, 11:53:59 pm
  • Keep Calm and Defeat Kaiju
    • USA
    • butterfree67@gmail.com
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.....
#6  December 28, 2014, 07:52:17 am
  • ***
    • USA
You can use 2 animations if you'd like.
The problem is this

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3  <<< this is where the "red box" starts

You can change it to
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
or
trigger1 = time = 1
or anything that starts before or while the attacking frame is active.

If you think you're going to move on to ultras but you dont know HOW the hitdef is activated you're going to have a ton of trouble.