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Question about a type of attack (Read 1219 times)

Started by MUGENforever, February 28, 2008, 04:33:04 am
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Question about a type of attack
#1  February 28, 2008, 04:33:04 am
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I want my character to do a flying punch straight forward across the screen.

I figured I would basically have him disapear and the projectile be himself flying across the screen, the problem I have is once he comes out of the state, he is back to where he was before launching the projectile.

Should I make this attack differently somehow?  I also have a spark to bind to him which I hadn't done and don't know if it will work if he himself is the porjectile.

How do I make my character do a flying punch across the screen?
Last Edit: February 28, 2008, 04:45:02 am by MUGENforever
Re: Question about a type of attack
#2  February 28, 2008, 04:46:23 am
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Use a velset.. ???
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Re: Question about a type of attack
#3  February 28, 2008, 05:20:46 am
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[mcode]type = velset[/mcode]
Click it.

The docs are your friend.


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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: Question about a type of attack
#4  February 28, 2008, 05:50:33 am
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you can just put velset on the statedef right after anim and that's it
Re: Question about a type of attack
#5  February 28, 2008, 06:00:30 am
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I was hoping to make it work sort of like blankas attack when he rolls straight across the screen, M. Bison Psycho Crusher is the best example of what I want to happen
Last Edit: February 28, 2008, 06:09:50 am by MUGENforever
Re: Question about a type of attack
#6  February 28, 2008, 07:15:10 am
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In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Question about a type of attack
#7  February 28, 2008, 05:05:19 pm
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he accelerates downwardif I give him a velset, its suppose to be in air attack and he has to go straight in the air, and if I add Y he jumps up then goes forward a falls at the same time.

An aireal psycho crusher is best example.
Re: Question about a type of attack
#8  February 28, 2008, 05:16:34 pm
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    • viewtiful9.blog124.fc2.com/
WOO! WOO! WOO!
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Re: Question about a type of attack
#9  February 28, 2008, 05:21:29 pm
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there are a few topics on coding an uppercut/shoryuken, read on those since the concept for the move is pretty much the same.
Re: Question about a type of attack
#10  February 28, 2008, 05:27:47 pm
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[mcode]type = velset[/mcode]
Click it.

The docs are your friend.
Did you read this? ???

Quote
Sets the player's velocity to the specified values. A positive x velocity is in the direction that the player is facing, while a positive y velocity is downward on the screen.

Let me Give you an example, because I don't think you understand. Take the dashed line as his motions.  When he is in the Air I want him to do this

---------------------------------------------------------------------------

But when I set an X velset, he does this

-
       -
               -
                       -
                               -
                                      -
                                             -
                                                    -

If I set an X and Y velset he does this
            -
     -             -
-                          -
                                  -
                                        -
                                              -
                                                   -

Get the difference?
Re: Question about a type of attack
#11  February 28, 2008, 05:32:20 pm
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Oh, i though you wanted a forward dashing punch.

there are a few topics on coding an uppercut/shoryuken, read on those since the concept for the move is pretty much the same. <-
WOO! WOO! WOO!
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Re: Question about a type of attack
#12  February 28, 2008, 05:33:08 pm
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yeah, i know what's going up and all, that's why i told you to check how the shoryukjen was coded; by the looks of it you have already coded it up to that point; the difference here is that you want your y vel to become 0 for a big part of the move; so guess waht, use a velset with Y = 0 for the part of the move in which you want him to fly straight. i.e. the move should be split in 3 parts, start up, fly straght and fall down.
Re: Question about a type of attack
#13  February 28, 2008, 05:35:55 pm
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so guess waht, use a velset with Y = 0 for the part of the move in which you want him to fly straight. i.e. the move should be split in 3 parts, start up, fly straght and fall down.

the move is to be activated in the air and he is to go straight forward with a fist across the screen...
Re: Question about a type of attack
#14  February 28, 2008, 05:38:42 pm
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That really doesn't change anything to what Reika said :
the move should be split in 3 parts : start up while in the air, fly straight and fall down.
Re: Question about a type of attack
#15  February 28, 2008, 05:44:04 pm
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So I need to split up my animation into three parts as well right?  Right now I have the whole punch (3 images) in one animation.
Re: Question about a type of attack
#16  February 28, 2008, 05:46:31 pm
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Yeah, exactly.
Use 3 animations : one for the part where he's in the air and prepares to strike, the part where he actually moves in a horizontal way, and the part where he falls down on the ground.
Re: Question about a type of attack
#17  February 28, 2008, 06:00:16 pm
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He does the first animation then falls straight down...
Skipping 1051 was intentional.
;-------------------------------
;Air Fist Forward
[StateDef 1050]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0, 0
ctrl = 0
anim = 1050
poweradd = 0
sprpriority = 2

[State 1050, ChangeState]
type = ChangeState
trigger1 = AnimTime = 10
value = 1052

[StateDef 1052]
type = A
movetype= A
physics = A
juggle  = 1
velset = 10,0
ctrl = 0
anim = 1052
poweradd = 60
sprpriority = 2

[State 1052, 1]
type = HitDef
trigger1 = AnimElem = 1052
attr = S, NA
damage = 100
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1052, ChangeState]
type = ChangeState
trigger1 = AnimTime = 50
value = 1053
ctrl = 0

[StateDef 1053]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,10
ctrl = 0
anim = 1053
poweradd = 0
sprpriority = 2

[State 1053, ChangeState]
type = ChangeState
trigger1 = AnimTime = 20
value = 50
ctrl = 0
Re: Question about a type of attack
#18  February 28, 2008, 06:38:06 pm
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If I remember well you should change the type =A to type =N.....or try adding a  little vel on y like -1 to avoid going down
Re: Question about a type of attack
#19  February 28, 2008, 06:55:28 pm
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yeah, you either use  physics =N or a constant velset for Y=0, i suggest the physics bit.
Re: Question about a type of attack
#20  February 28, 2008, 09:04:54 pm
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Try time = 10 as well.

Animtime = 10 means end state 10 ticks before end of animation.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Question about a type of attack
#21  February 28, 2008, 09:15:07 pm
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wow, if you told i had to set physiccs = to N from the start I wouldn't have had to even break up my animation or anything... I put it all back in one step and it works now... Thanks though.

;-------------------------------
;Air Fist Forward
[StateDef 1050]
type = A
movetype= A
physics = N
juggle  = 1
velset = 15,0
ctrl = 0
anim = 1050
poweradd = 80
sprpriority = 2

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 100
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1050, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) = 25
value = 50
ctrl = 1
Re: Question about a type of attack
#22  February 28, 2008, 11:36:06 pm
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wow, if you told i had to set physiccs = to N from the start I wouldn't have had to even break up my animation or anything... I put it all back in one step and it works now... Thanks though.

and if you had tried reading what physics = X is for you would not have even needed to make the topi, fair deal, imho.  ;P

Try time = 10 as well.

Animtime = 10 means end state 10 ticks before end of animation.

animtime = 10 means 10 ticks after end of animation.
Re: Question about a type of attack
#23  February 29, 2008, 12:54:53 am
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ooh bugger it is too.

Suggested trigger is still a better option. Ignore said info about animtime.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.