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"Is this possible?" - Variable "Hit" anims (Read 248 times)

Started by altoiddealer, November 03, 2014, 04:16:17 am
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"Is this possible?" - Variable "Hit" anims
#1  November 03, 2014, 04:16:17 am
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I'm wondering if I could have different "Hit" animations play for different scenarios.

I'm sure it's possible to customize the Hit states, duplicating the anim State Controllers and using a varset to pick which anim to use...

However, does anyone happen to know for sure if this will cause any bugs, screw anything up?

...Or if my method would cause bugs, but there's another way to do it successfully?



I don't want to continue harboring this idea if its not feasible, or waste a bunch of time spriting/coding just to find out as well.

Any help here would be appreciated!  Thanks!
Re: "Is this possible?" - Variable "Hit" anims
#2  November 03, 2014, 04:28:56 am
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that would be sick if u can. geez! Jailbot is gonna be 1000% maximum capacity...oh the hypE!
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Re: "Is this possible?" - Variable "Hit" anims
#3  November 03, 2014, 12:11:43 pm
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As long as you still keep the standard animations (mostly for custom states that may use them), overriding the hitstates for animation changes is completely OK, as long as you don't do anything that causes them to stay in the "hit" part for too long (i.e. make sure to return control to your character when the hittime expires). Look at GM's SF3 stuff for how he handled longer hit animations for a good example of how to do this.
Re: "Is this possible?" - Variable "Hit" anims
New #4  November 03, 2014, 08:16:30 pm
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As long as you still keep the standard animations (mostly for custom states that may use them), overriding the hitstates for animation changes is completely OK, as long as you don't do anything that causes them to stay in the "hit" part for too long (i.e. make sure to return control to your character when the hittime expires). Look at GM's SF3 stuff for how he handled longer hit animations for a good example of how to do this.

Thank you for your response, this is great news!

I plan on matching the anim times of the standard ones.  The idea is just to add Jailbot's minigun to the anim if he is hit while it's brandished, or other similar scenarios.

I know other characters tend to drop their weapons when hit, but his weapons are basically an extension of his body so it just wouldn't look right.


Adding frames to hit anims was another idea I was tossing around (which I think is what you are describing).  Like having Jailbot's arms waver as he flies. I will be sure to check out those chars to see how this has been done!

Thanks!!
Last Edit: November 03, 2014, 08:23:25 pm by altoiddealer