Okay so I was thinking about some special things that separates Sue from Noroko.So one of my friends said "A move similar to Shoryuken" and BAM - I loved it and really want to get started on it!Only problem is I don't know where to begin...- Would I manipulate the sprite to go up (doubt full..) - or is it a code?
Princess Chubba Wubba said, May 24, 2008, 08:41:03 pmOkay so I was thinking about some special things that separates Sue from Noroko.So one of my friends said "A move similar to Shoryuken" and BAM - I loved it and really want to get started on it!Only problem is I don't know where to begin...- Would I manipulate the sprite to go up (doubt full..) - or is it a code?no..no...no manipulating the sprites would look ot so good in my opinion....your going to need 1 animation with however many hit defs you need the key is using vels sets and vel multipliers triggered by variables.....i would recommaned in the hitdefs to use fall and fall recovery = 0 andsame for air.recovery zero so your oponent isn't atacking you as you fall so cool from your exemplifying anti air attack..its good to have more than one animation a quick,medium,long one for balance and more optional attacks...it will also help you nder stand this better remmber you make the tidefs and animtions.example here is one of my airprojected moves from groound you,ll need a physics = N of course and this was for my helper so bare with me..i modified it to help you out[State 0, VarSet] type = VarSettrigger1 = time = 0var(9) = ifelse((command = "airatack1"),0,ifelse((command = "airattack2"),1,2))<--------determines velocity of a move,will explain laterignorehitpause = 1 [State 90]type = ChangeAnimtrigger1 = Time = 0value = ifelse(var(9)=0,9100,ifelse(var(9)=1,9110,9120))<---changes to this anin according to your variable so if the command younput was airattack1 it will use animation 9100 because when that command is inputted var(9)=0ignorehitpause = 1[State 0]type = statetypesettrigger1 = AnimElem = 5<----optional if you want your character to be consider inot attacking after a certain time.movetype = I[State 220, Position]type = PosSettrigger1 = Time = 0 always good to have this asthis sets you at the begiining of the y axis the higher the number the lower you start below ground and a neative number above ground actiavtes before the anim just in case so it looks good no mater whaty = 0[State 0]type = NotHitBytrigger1 = Time = 0 hey i was inspired by shoryuken a few seconds for invincibilty before attack like Ryu/Ken/Akuma...value = SCAtime = 6[State 0] <--------you shouldknow what this is.type = PlaySndtrigger1 = AnimElem = 2value = 374,0[State 0] <--------you shouldknow what this is.type = PlaySndtrigger1 = AnimElem = 1value = 375,0[State 0]type = PlaySnd <--------you shouldknow what this is.trigger1 = AnimElem = 4value = 376,0[State 1100, StateType]type = StateTypeSettrigger1 = AnimElemTime(4) = 2 <--------------again sets a specific atet its only fair to say your in the air wh your obviously i the airStateType = Aphysics = N[State 0, Velocity]<-----------sets velocity on my animelem 4 at time 2 so not right away giving more of an edge this is when im lifted off of the ground to do my attack cool huh?type = VelSettrigger1 = AnimElemTime(4) = 2x = 3y = ifelse(var(9)=0,-6.5,ifelse(var(9)=1,-8.5,-10.5))<"----------again if variable is zero which means you put in command = "airattack1[State 0, Gravity] you acn use actual gravity sctrl..but i like this it gives off a float and its mor econtrollable than regular gravity sctrl.type = Veladdtrigger1 = AnimElemTime(4) >= 2y = .47[State 0, Velocity] this sort of slow things down at the same time things speed up so your characte rdoesnt fly away like dumbotype = VelMultrigger1 = AnimElemTime(4) >= 2x = .9
Wow thats alot..So I would create a new state? (Which I'm confused on how to do..)^ End result hopefully..
Whoa whoa whoa. You do NOT need variables for a shoryuken.Just search shoryuken in this section. [E] has posted a how to for it about 8 times so far.Reiterating. You do not need variables. You only need variables if you have to save a value or increment one in a specific manner over time or states.
Cyanide said, May 24, 2008, 11:51:38 pmWhoa whoa whoa. You do NOT need variables for a shoryuken.Just search shoryuken in this section. [E] has posted a how to for it about 8 times so far.Reiterating. You do not need variables. You only need variables if you have to save a value or increment one in a specific manner over time or states.Which [E]?(Meaning the one with [E] in there name now, or the one who had it in there name)
Just search for shoryuken. Any post with that in will probably have his small tutorial or a link to it.Try before you post!
Cyanide said, May 24, 2008, 11:51:38 pmWhoa whoa whoa. You do NOT need variables for a shoryuken.Just search shoryuken in this section. [E] has posted a how to for it about 8 times so far.Reiterating. You do not need variables. You only need variables if you have to save a value or increment one in a specific manner over time or states.i guess i did over do it.....i was just saying because some pople want a low,medium and high and i thought that variables were the best way to implment his besides creating three different, stadedefsfor each attack, was but yeah you dont need variables at all
Some people do that, but you don't need it. And there's no real reason to condense states like that. You're not limited in how many states you have, nor are you limited in animations. You're a little limited in commands, but not so much you can't deal with something like that.
I found out 2 things today- You cant search for general things and hope for all results while viewing a thread- Theres no such thing as the tutorial section...I can't find it, but I'll keep looking and post the link (if I find it) on here so whom ever els needs it can use it.Thanks for the help
Shoryuken move? Thats pretty simple, I'll just give you the basic mechanics.Firstly, it's a good idea to break your animation for the move into several parts: the animation for the hit on the ground, when they rise into the air, where they descend, and finally the one where they actually land. The first 2 can be in one if you prefer, but personally I like to separate them.Next, what is it that actually happens during the move? The player rises into the air, fist extended then falls after a while, right? So what you'll need to do is use a velset that is triggered when your character enters the rising stateScrew it, here's a mock up of it... [Statedef #####]type = Smovetype= Aphysics = Svelset = 0,0anim = ####ctrl = 0..extra stuff[insert hitdef here if he/she/it is supposed to hit while on the ground][insert sound effects, invulnerability, blah, blah, blah, here...][State ####, Immahjumpin'] ;<= Go to jumping state once you've finished the initial animation.type = ChangeStatetrigger1 = AnimTime = 0value = #####2ctrl = 0[Statedef #####2]type = Amovetype= Aphysics = Nanim = ####ctrl = 0..extra stuff[State #####2, Velset] ;set the speed at which you will jump into the airtype = Velsettrigger1 = time = 0y = blahx = blah[insert hitdef, and other stuff][State ##### Gravity]type = VelAddtrigger1 = 1y = 0.60 <= change as you see fit of coarse[State ####, Descend] ; change to descend state if you start moving downwardtype = ChangeStatetrigger1 = Vel Y > 0value = #####3ctrl = 0[Statedef ####3]type = Amovetype= Aphysics = Njuggle = 4anim = ####sprpriority = 2[State ###, NoVelX]type = VelSettrigger1 = Time = 0X = 0[State ####, Gravity]type = VelAddtrigger1 = 1y = 0.40[State ####, NoVelY]type = VelSettrigger1 = Pos Y >= 0 && Vel Y > 0Y = 0[State ####, Set]type = PosSettrigger1 = Pos Y > 0Y = 0[State ####, Land]type = changestatetrigger1 = Pos Y >= 0value = #####4ctrl = 0[Statedef #####4]type = Smovetype= Aphysics = Sjuggle = 4anim = ####sprpriority = 2[State ####, NoVelY]type = VelSettrigger1 = Pos Y >= 0 && Vel Y > 0 ;stop moving once you landY = 0[State ####, Set]type = PosSettrigger1 = Pos Y > 0 ;set rightful position if below ground level (applies to stuff in previous state too).Y = 0[State ####3, End]type = changestatetrigger1 = animtime = 0value = 0ctrl = 1
Ryuk before I give myself a go at that, I have a ignorant question..How do I create a new State Or atleast add it to the state list?
A new state is initiated by a statedef, like the one below. Of coarse you should replace the number signs with actual numbers though.[Statedef #####]type = Smovetype= Aphysics = Svelset = 0,0anim = ####ctrl = 0..extra stuffKFM's cns explains all of this. Also check his cmd to know how to trigger them. EDIT: WTF, half my post was missing. ???
O go me! A few more questionsI'm not sure what to put forvalue = #####4 and whats a good number for the X and Y? I'm gonna play around with it still
#####4 is when he actually lands on the floor, so just put any number you want for the new state (one that you haven't used yet of coarse).As for the x and y values, it all depends on how high and how fast you want your character to go, really. That all depends on you.
Ryuk said, May 25, 2008, 04:07:02 am#####4 is when he actually lands on the floor, so just put any number you want for the new state (one that you haven't used yet of coarse).As for the x and y values, it all depends on how high and how fast you want your character to go, really. That all depends on you.Thanks so much for the help (Everyone)As far as coding goes, the only thing I can do at the moment is learn.. so I'll keep trying Thanks!