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Reversing players? (Read 532 times)

Started by Sheng Long, February 04, 2013, 04:47:44 am
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Reversing players?
#1  February 04, 2013, 04:47:44 am
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Out of curiosity, can you make your player have a move where it turns the opponent in the opposite direction while they are attacking you?
For example, if the opponent if moving towards you, can you make an attack that puts the opponent into a custom state to make them turn the other direction, then restore them to their current state while moving forwards, but away from the player?

If not custom state, maybe just have them turn around only, and have them still retain their current state?

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Re: Reversing players?
#2  February 04, 2013, 04:56:05 am
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You more or less mean like how mario's Cape works in Super Smash Bros.

No matter what the opponent is doing if he hits them with the cape, they turn a round facing the other way.

Sorry this is way above my field of knowledge.
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Re: Reversing players?
#3  February 04, 2013, 05:12:48 am
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what you are wanting to do is in ouchis agrias she has a move that causes "Confuse" and does just that.
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Star Fucker said:
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"
Re: Reversing players?
#4  February 04, 2013, 05:59:03 am
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You more or less mean like how mario's Cape works in Super Smash Bros.
^ Yes. Something like this. :)

what you are wanting to do is in ouchis agrias she has a move that causes "Confuse" and does just that.
Is there someone elses Agrias that has this move? Orochi's version seems to be down, but I found another one by some other author. Not sure if it has the move though.

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dragon punch to stand a chance."
Re: Reversing players?
#5  February 06, 2013, 08:29:46 am
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Check out my Ibuki. Her counter works exactly like this.
           
Re: Reversing players?
#6  February 06, 2013, 08:02:17 pm
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"You must defeat my flaming
dragon punch to stand a chance."
Re: Reversing players?
#7  February 07, 2013, 05:51:45 am
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Re: Reversing players?
#8  February 07, 2013, 06:40:42 am
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Yea I actually did find that one after searching fro ibuki under your name.

I tried her out, but I couldn't find what the move was. I tried some of the moves named counter, but they look like they use reversaldefs except that the move seems to work after being hit, not before..... I think. When I use the attack it does not effect the opponent.

Maybe I am missing something. :P

"You must defeat my flaming
dragon punch to stand a chance."
Re: Reversing players?
#9  February 07, 2013, 07:05:41 am
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Well, I guess I misread your first sentence. It asks if you can turn the enemy around when they attack you. That's what my Ibuki does.
I guess just make the reversal def into a hitdef and it should work the same.

           
Re: Reversing players?
#10  February 07, 2013, 12:40:47 pm
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I'm thinking a reversal like that would totally mess a character up. I did a quick test and it seems like most characters would have "facep2=1" in the Statedef so they would flip round almost right away.



Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Reversing players?
#11  February 07, 2013, 06:47:43 pm
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You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Star Fucker said:
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"

2OS

Re: Reversing players?
#12  February 07, 2013, 07:13:31 pm
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reversaldef hax again


helper + changeanim + clsn1 + reversaldef

hitstate + changeanim2 + clsn1 + hitdef


in the helper state

[State ]
type=targetdrop
trigger1=numtarget
trigger1=target,ishelper

[State ]
type=targetfacing
trigger1=numtarget
trigger1=target,movetype=a
value=-target,facing

[State ]
type=targetvelset
trigger1=numtarget
x=-target,vel x


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Re: Reversing players?
#13  February 07, 2013, 09:51:52 pm
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Technically, if a move was to make an opponent change direction, by mugen by default they may return to facing the opponent when their move is done. So would it be necessary for a character/opponent to make a helper object right in front of the player who is turned around so they stay facing that way? Or no?

I guess what I'm trying to think of is, not have them turn around while they are idle, but make them turn around while the opponent is attacking, and return them to the middle of their attack state.

"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: February 07, 2013, 09:59:11 pm by N-Mario
Re: Reversing players?
#14  February 08, 2013, 04:55:01 pm
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Just make it reset to a false 0 state. Make it selfstate in the 0 state when any button is pressed.
It's taken me a while to figure out what you're asking.

Dont set an animation for the counter move. It'll keep the animation it's using. In the custom state make a variable track what anim and animelem it's currently in. Then set the being turned around animation, THEN use the variables to set the anim back to the proper anim / animelem.
I've done a move for Samus that locks in what animelem she's in with variables. You'd have to list a TON to make it so certain moves would work properly.
I use

[State 0, VarSet]
type = VarSet
trigger1 = animelemno(0) = 1
v = 17   ;fv = 10
value = 1

thru

[State 0, VarSet]
type = VarSet
trigger1 = animelemno(0) = 12
v = 17   ;fv = 10
value = 12
 

I'd think you'd want to do up to 50. You could use a catch all value where if the animelemno is greater than the highest one you've listed it just goes to the highest youve listed.
           
Re: Reversing players?
#15  February 09, 2013, 03:43:21 am
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Quote
In the custom state make a variable track what anim and animelem it's currently in.
Except that you are not supposed to use variables in a custom state because you don't know which ones are not used by the enemy, and it's their variable. Overwriting any can potentially cause bugs.
You can read the animation from the attacker by using target,anim, store it in your own variable, then read it in the custom state with enemy,fvar(17) but it might not work well in simul because enemy could redirect to another player.
Re: Reversing players?
#16  February 09, 2013, 03:50:10 am
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I hate simulmode. As long as characters aren't freezing and stuff, I completely disregard behavior that's incorrect in simul mode. Simul mode is an excuse for incorrect behavior, not bugs! Fix those bugs!
Re: Reversing players?
#17  February 09, 2013, 03:51:19 am
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Doesn't Alex in SF3 have this?  His fierce flash chop turns the opponent's back to him so he can followup with his sleeper hold. 
Re: Reversing players?
#18  February 10, 2013, 12:04:30 pm
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Doesn't Alex in SF3 have this?  His fierce flash chop turns the opponent's back to him so he can followup with his sleeper hold.

That's not while the enemy is attacking.  That's while they're hit.  He said while they are doing anything.