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Projectile ScreenSweep Question...? (Please help me!!) (Read 1921 times)

Started by #Shaun, September 17, 2007, 04:51:50 pm
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Projectile ScreenSweep Question...? (Please help me!!)
#1  September 17, 2007, 04:51:50 pm
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My Lexi and DeathBound have a lot of cleaning up to, but for now they're on hold.  At the moment I'm workin' on an evil counterpart of Lucky Glauber and I'm trying to create an alternate version of his DeathBound super attack...only that I want countless DeathBounds to sweep across the screen (i.e., MVC's MegaMan Plasma wave that jets uproot and across the screen).

Let's say that the DB is in state 5000....when Lucky originally does his deathbound, its just one quick projectile.  If I want to have multpile DeathBounds trigger off side-by-side, going toward the opponent's direction, would I:

- have to set numerous x = # (the "#" is a + number obviously) in the PosAdd of the DeathBound Sprite, then set the ChangeState to another state (say, 5010)?  This new state will still have the same sprites, but positioned next to the previous projectile in the x-axis, so that each animation will switch to the next re-positioned projectile..?

- ....if this is the case, would I have to make several copies the same projectile sprite and position them in the x-axis standing side-by-side, creating more of the same animations for different states, as well as setting up the AnimElem in each one's HitDef so that they all go off in a chain-like timing method?


In other words, multiple deathbounders going off, side-by-side,....do I need to make copies of the same thing, but reposition them?  I hope not...that's a lot of unimportant work (especially when I need to get my gethit animations in gear)
Re: Projectile ScreenSweep Question...? (Please help me!!)
#2  September 17, 2007, 05:48:55 pm
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first question first; what will lucky be doing while the balls are falling ? let's say he calla dm fx, then the first ball falls as he does the dm animation, does he keep on taunting the oponent /doing another stuff as the balls fall or does he recover control fast ?
this is very important to decide on how to code it.
Re: Projectile ScreenSweep Question...? (Please help me!!)
#3  September 17, 2007, 06:05:59 pm
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The original Lucky Glauber stays in an idle stance (kneeling toward the ground, his right planted) when he does his DeathBound attack.  I still want him to remain paralyzed in that state until the barrage is finished.

He can still be attacked in his idle state, assuming the opponent is able to make it towards him.

BTW, I hope I'm describing right but...when I refer to Death Bound, I'm referring to his energy beam attack, not the basketballs (although I do have a nasty super move planned for the basketballs  ;))
Re: Projectile ScreenSweep Question...? (Please help me!!)
#4  September 18, 2007, 06:06:00 pm
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ok, since lucky is going to stand there, he should be calling the projectiles. so he cahnges to a state and playa  long anim that has him kneeling. then every few ticks he calls a new projectile. mugen pseudo code:

statedef luckydm

projectile:
trigger = time % 60, to make the projectiles appear every 60 ticks.
offset = 10 + ( floor(time/60) * 20 ), 0 ; 10 is the position of the first projectile, floor(time/60) makes it so every projectile created is one pixel furtehr away, so then we multiply that by 20 or any other amount that is the separation.

all this goes in lucky's states, it's up to you to decide the proj's speed and anims, or even to use helpers instead of projectiles.