I'm working on(and finishing up) my character, LucasX3(Dark) and I have a couple of questions.1.I added a new power charge move to him and he has a power charge sound the lasts 20 seconds, how can I make it where the sound stops when he is hit while he is using the power charge move?2.I have added a -2 state that plays a sound when he has low health, but it doesn't play all the time(I think)Here is the code:Code: ;Danger![State -2, PlaySnd]type = PlaySndtrigger1 = life < 350value = 9067,0volume = 255the sound number is correct.Is there anything that needs to be changed in the code?3.How do you make it where if a helper is attacked, they disappear?
This might not help and I apologize if it doesnt, but for the sound. But an S in front of it. S9067, 0.
Your sound is going to restart every tick like that. Have a helper manage it.Put it in channel 0. That turns sounds off when you're hit.[mcode]hitoverride[/mcode]
I tryed this code:Code: [State 9090, StopSnd]type = StopSndtrigger1 = hitoverridechannel = 0It probably won't work What should the helper's code be?Now a answer to question 3, because if I get that out of the way, my character should be even better.
hitoverride is the answer to 3. Click and read...Just make a helper and have it check the life of the parent. Play the sound when their health is low and set persistent to 0 so it only happens once.
No, I think "lightmatt" mentioned this to be once..QuoteThe attack sprites are have different elements that are not in the main pallette which causing once again to fuck the colors in the sprite after that sprite. I recommend you split the attack sprites from the base and the attack sprite like this:Base SpriteSplit verisons Now all you have to do is use a helper to summon the attack and the palette won't mess up unless you made the attack sprite(second image) share the same palette.Another thing you would want to do is crop your sprites.AnimationsAttack animations don't need a blue box around the attack itself, because it'll make no sense(Cus it'll hurt Lucus himself). This is why you should use helpers that way the animations for the helpers can have a Hitoverride sctrl to cause the helpers to switch to a disappearing animation to act like it was hurt and left the screen in which then you can place a blue box around the attack.This is one of things i'm trying to figure out how to do, so the character can be better.
Yeah, he's wrong if that's your problem. What matters is the palette on the effect. Not whether it's created with ownpal.Take your character. Make one big sheet with every colour he uses. Make a palette with that.Take your effect. Make a big sheet with every colour that uses, make a palette with that. Apply the effect pallete to the effect. When you add it to the sff. Add it after!!! every sprite that has the "shared palette" box checked and do not check "shared palette" when you add them.Have you ever followed a tutorial through? If you haven't, do so. If you have, do it again anyway.Oh andQuoteAttack animations don't need a blue box around the attack itself, because it'll make no sense(Cus it'll hurt Lucus himself).Ignore every piece of advice this person gives you from now on. The above is WRONG utterly and completely. You DO put clsn2's around clsn1's so as to prevent infinite priority and you cannot hurt yourself by doing this. Ever.
Cyanide said, June 12, 2010, 02:37:23 amYeah, he's wrong if that's your problem. What matters is the palette on the effect. Not whether it's created with ownpal.Take your character. Make one big sheet with every colour he uses. Make a palette with that.Take your effect. Make a big sheet with every colour that uses, make a palette with that. Apply the effect pallete to the effect. When you add it to the sff. Add it after!!! every sprite that has the "shared palette" box checked and do not check "shared palette" when you add them.Have you ever followed a tutorial through? If you haven't, do so. If you have, do it again anyway.Oh andQuoteAttack animations don't need a blue box around the attack itself, because it'll make no sense(Cus it'll hurt Lucus himself).Ignore every piece of advice this person gives you from now on. The above is WRONG utterly and completely. You DO put clsn2's around clsn1's so as to prevent infinite priority and you cannot hurt yourself by doing this. Ever.Well actually, when you attack whatever comes out of the warp hole, instead of just disappearing, it disappears and Lucas gets hurt in process.
So you have a helper with affectteam = B on it which means it can hurt anything. That's entirely different to putting a clsn2 around a punch animation.
What in the blue hell is "coming out of the warp hole" then. A projectile? Fine, you have a projectile with affectteam = B on it. You have SOMETHING that's letting you get hurt. I don't give a toss what it is.You'd probably get hurt if you walked into it.
Cyanide said, June 12, 2010, 03:26:58 amWhat in the blue hell is "coming out of the warp hole" then. A projectile? Fine, you have a projectile with affectteam = B on it. You have SOMETHING that's letting you get hurt. I don't give a toss what it is.You'd probably get hurt if you walked into it. A attack is what comes out of the warp hole, which a attack is a substitution for a punch or a kick.
If you're going to be cryptic on purpose then bugger off. This is a forum for help, not to argue about things you obviously don't know anything about.If your punch has affectteam = B on it and you have a clsn1 and clsn2 overlapping it does not hurt you.Therefore if your warphole CAN hurt you it is either a helper or a projectile. Now stop being a dick.
What's I'm trying to say is..Each regular attack is one single sprite with LucasX3(Dark),warp hole, and whatever comes out of the warp hole, all the CLSNs are correct, though.
Its a projectile then right? Or does it only hit that one area?If it is a projectile, split the sprite so that the projectile is separate and code it like a projectile.
No.It isn't a projectile.Now, Cyanide, I tryed changing the "channel" in the code for the sound and it isn't working.I tryed adding this code I found in CHOUJIN's Son Goku characterCode: [state -2, stop charge sound]type = stopsndtrigger1 = stateno != 9090channel = 0and it isn't working, I've got the correct state number, but the sound still plays.I mananged to fix the problem with the "Danger" sound not playing.But if I could get this done, things will be easier.and what I meant was, that when whatever creature that LucasX3(Dark) summons out of the warp(and it's one sprite too, instead two sprites.)hole appears and gets attacked, end instead of the creature or whatever(which is not a helper)it ends up to be just disppearing, the creature or whatever comes out of the warp hole disappears and LucasX3(Dark) loses health in the process
Luigi1632 said, June 13, 2010, 08:11:17 pmWhat's I'm trying to say is..Each regular attack is one single sprite with LucasX3(Dark),warp hole, and whatever comes out of the warp hole, all the CLSNs are correct, though.Of course its going to hurt the character when somebody attacks the projectile. Because the projectile is considered to be a part of the character given the screenshot you just showed us and is, in fact, not a projectile at all.Also something needs to be done about that CLSN2 and CLSN2Default conflict or you're going to have some missing hitboxes.
It is not a projectile.In the animation:First there is LucasX3(Dark)'s stand spriteThen there is a sprite with LucasX3 and the warp hole.and then there is the sprite with LucasX3, the warp hole and the attack.What I'm trying to do is split the sprites, have a helper manage the attack and by the way, how do you make a character stand still until the helper is gone?
Luigi1632 said, June 14, 2010, 08:17:49 pmIt is not a projectile.In the animation:First there is LucasX3(Dark)'s stand spriteThen there is a sprite with LucasX3 and the warp hole.and then there is the sprite with LucasX3, the warp hole and the attack.What I'm trying to do is split the sprites, have a helper manage the attack and by the way, how do you make a character stand still until the helper is gone?[mcode]numhelper[/mcode]
RicePigeon said, June 14, 2010, 08:24:36 pmLuigi1632 said, June 14, 2010, 08:17:49 pmIt is not a projectile.In the animation:First there is LucasX3(Dark)'s stand spriteThen there is a sprite with LucasX3 and the warp hole.and then there is the sprite with LucasX3, the warp hole and the attack.What I'm trying to do is split the sprites, have a helper manage the attack and by the way, how do you make a character stand still until the helper is gone?[mcode]numhelper[/mcode]That code will make it where LucasX3 cannot move until the helper is gone?