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Coding a four part attack (Read 346 times)

Started by Levi-Addonis, June 08, 2014, 12:35:01 pm
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Coding a four part attack
#1  June 08, 2014, 12:35:01 pm
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The move I am trying to code has 4 parts, they are in 4 different groups and Animations

1.Crouch, he crouches down to summon a cannon
2.Cannon summon, cannon comes out of the ground
3.Cannonball shot, shot out the cannon at the opponent 
4.Explosion, cannonball explodes

 Alright so I have no idea how to go about coding this stuff
I'm confused as to if this cannon should be a Helper or something and the Cannonball A projectile and the Explosion well....I have no idea .-.

If nobody has any advice I hope somebody can link me to a character that does something similar so I can copy the coding and experiment with it
Re: Coding a four part attack
#2  June 08, 2014, 12:48:14 pm
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The Cannon will be a helper of the character, and the cannonball will be a helper of the Cannon.

Keep track of the root/parent/helper relation at anytime for your code.
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Re: Coding a four part attack
#3  June 08, 2014, 01:48:29 pm
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The cannonball and the explosion can be the same helper. Also, do you want it to explod only when make contact with other character or does it have a time before the explosion?
Re: Coding a four part attack
#4  June 08, 2014, 06:58:20 pm
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It explodes when it hits the other character, and  thank you guys for the help  I appreciate it
Re: Coding a four part attack
#5  June 08, 2014, 09:46:54 pm
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The frog ultra in my Ibuki does something similar to this if youre that stuck.
She hits a pose, the frog comes out, and it breathes fire.
Actually, I think Popeye (one of my favorite chars) has exactly this move. Cannon and cannon ball entirely.

Depending on the actual sprites is how you'd have to make it. You could have the cannon be an explod. Then use the cannon ball as a projectile out of the character itself. The explosion would be proj hit anim.

There's a lot of ways to do this. Do the one youre most confident in.
           
Re: Coding a four part attack
#6  June 09, 2014, 08:08:07 am
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Can you look in their DEF files and tell me who the authors are?
Oh wait I see an Ibuki picture that links to an Ibuki that you made
Last Edit: June 09, 2014, 08:12:50 am by Levi-Addonis
Re: Coding a four part attack
#7  June 09, 2014, 10:20:16 am
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This is for the Popeye. He's in a folder named 0Popeye_W98. He has 2 def files, one obviously named 0Popeye_W98, the other def is just Popeye. Not sure if I started an edit or if that's how he came.
name = "The Sailor by TeLechy"        ;Name of character
displayname = "POPEYE" ;Name of character to display
versiondate = 7,4,2005    ;Version date of character
mugenversion =04,14,2001   ;Version of M.U.G.E.N character works on
author = "Tronbonne"         ;Character author name

If you dont have this character, download it. These are the types of characters that make mugen what it is. The character is fantastic and can win against the toughest opponents once you wield him properly.
           
Re: Coding a four part attack
#8  June 10, 2014, 01:38:50 am
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So far I coded the cannon, coding the actual cannonball to fire is beyond me.............I tried for hours yesterday and today.. I'm thinking of just having the cannonball coming out of the cannon as part of the same sprite as the cannon instead
Re: Coding a four part attack
#9  June 10, 2014, 05:55:00 am
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Just like you made the cannon appear, make the cannon ball appear. If the cannon doesnt have but one frame, so there's no real animation, you can double the same sprite to use animelem = 2 as a trigger if youre unfamiliar with using time = or anything else.

I'd suggest making the cannon ball into a helper if there needs to be an arch to it's flight path. If it's only flying straight it'll be easiest to make it a projectile.
           
Re: Coding a four part attack
#10  June 10, 2014, 11:15:00 am
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I've been trying to make it another helper the past two days and i have not succeeded
Re: Coding a four part attack
#11  June 11, 2014, 10:11:37 pm
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open up your states, copy all of the cannon's statedef til it ends. paste it right underneath the original cannon state. Change the statedef's number to something not used. Then go back to the original move and copy and paste the helper trigger. Put the statedef's number you just made in it.
You should get two cannons. If you dont, idk what's up.
Use ctrl+d to view debug mode and see if youre getting errors.