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On Explods and attacks. (Read 582 times)

Started by Bloodly, November 10, 2007, 06:59:08 am
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On Explods and attacks.
#1  November 10, 2007, 06:59:08 am
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Here's an odd one.

There is an animation.  The animation calls on an Explod, and activates a HitDef at the same time.  The Explod has an attack box.

Will the explod hit?
\"So you have chosen....death.\"-Saruman.
Re: On Explods and attacks.
#2  November 10, 2007, 07:08:44 am
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No

Use a helper, or a projectile. Or give yourself the hitdef and red box.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: On Explods and attacks.
#3  November 10, 2007, 07:19:51 am
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I usually just used detatched hitboxes for my psudo-projectiles, and then add the explod in afterwards.
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Re: On Explods and attacks.
#4  November 10, 2007, 10:41:08 am
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Dammnation.

I was hoping I could use a Explod to effectively 'fuse' two sprite images together, and have them come together properly.  There's two parts-the attacker, and the blade.  They're seperate pictures.  I can't get them to come together right in GIMP myself, so I was hoping for a work-around.

Guess I'll have to ask for help.
\"So you have chosen....death.\"-Saruman.
Re: On Explods and attacks.
#5  November 10, 2007, 04:52:17 pm
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learn helpers, it will be betetr in the long run, not to mention it is pretty easy anyway.
Re: On Explods and attacks.
#6  November 10, 2007, 05:28:41 pm
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^ could you explain what a helper is. I want to figure it out myself and I will in time but what is the definition of a helper. is it like the same move as the character but done differently or something?
Re: On Explods and attacks.
#7  November 10, 2007, 07:17:07 pm
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I have a basic understanding of Helpers(Creating the move 'Operation Meteor System' would have been impossible without).  It doesn't apply.  Calling a Helper for a basic punch is....a bit much, it feels like.
Too much code to deal with my pitiful art skills.

Helper: Hard to describe.  The command creates....call it a 'dummy' of you, with full access to your animations and states.  It's animation(s), starting states, states it can change to, whether it can take command input from you, etc. is set by you.  It will remain till forced to disappear.  Even if the dummy is allowed to be attacked(By giving the Helper collision boxes), the damage done will not transfer to you.

The main use of it is to create an effect that doesn't involve your character directly, that can't be covered by things like Projectile.  For example, a beam of energy from the sky.  Or a 'Striker'-a character that jumps in, does something, and disappears.
\"So you have chosen....death.\"-Saruman.
Last Edit: November 10, 2007, 07:21:07 pm by Bloodly
Re: On Explods and attacks.
#8  November 10, 2007, 07:36:17 pm
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Helper is coded just like the character himself. Statedefs, changestates, state controllers, able to display explods on their own, have variables on their own, etc. Just specify a "starting" statedef when creating the helper. If you only need it temporarily (which happens quite often, since people usually use it for fireballs, super sparks, strikers) then it can be only one statedef or a short succession of statedefs. Then a destroyself in the end.

In your case, I understand your character has a sword and keeps it constantly ? Then you can create a helper, time its animations properly with the parent's, and use changestates on the helper triggered depending on the parent's state - when the parent does the light punch, the sword goes in the corresponding state. Just make sure it changes state at the same time as the parent, it stays constantly bound to the parent at the right position, and watch out for when you're thrown - if the parent is in an animation that you don't have in your air file (trigger selfanimexist) then it means he's being thrown and you can't know where the sword is supposed to be so you're better off make it disappear and have it directly be on the gethit sprites.
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Last Edit: November 10, 2007, 07:39:37 pm by Baiken
Re: On Explods and attacks.
#9  November 10, 2007, 08:02:14 pm
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the way i do it for iroha is this.

1) make all the iroha animations whitout the weapon using group 0 to 9,999
2) make equivalent animations for the weapon, but using 10,000 to 19,999.

add to statedef-2 a :

change anim:
trigger1= ishelper(ID of teh weapon)
anim = parent, anim
elem= parent, animelemno(0)

profit...

about the clsns, you can have them in the parent for simplicity of code, but i am dong it another way.