Yeah... So, I've been busy with other things as of late, and actually won't be doing too much MUGEN stuff for a while. Before I disappear from the scene though, I need help fixing the turns intro bug for my chars. I used the same updated tunrs intro coding from PotS' chars... However, for some strange reason, my chars always jump from P1's(left) side of the screen. Even if the char in question is P2, facing left, so they should be jumping from the right side of the screen in that case. I'm sure it's nothing too difficult, but I'm runnin' low on steam... Not just for MUGEN, but from things in general. This makes solving problems a lot more difficult for me. So, if someone could help me out with this, it'd be very much appreciated.
In my case, I usually add like -300 to the X position at time=0 and have them move at vel=10 for 30 ticks or the same with different numbers, so they will always end up at the position they would normally appear at without having to care where they are and which way they are facing.
For reasons unknown...it works now... I changed the values a bit like you suggested, this actually made them over jump the position, but they started jumping from the sides they are supposed to. Then, I changed the values back to EXACTLY what they were before, and they jump from the correct sides. But the coding was exactly the same beforehand... That's weird, but w/e. Anyway, thanks.
Seravy said, September 23, 2012, 05:57:04 pmIn my case, I usually add like -300 to the X position at time=0 and have them move at vel=10 for 30 ticks or the same with different numbers, so they will always end up at the position they would normally appear at without having to care where they are and which way they are facing.For some reason I remember doing this with one of Yukari's intros and, no matter how many times I tried, her stance would always be off by 1 pixel, and you'd notice the shift just before the round began. This forced me to use an explod/helper for the walking while the actual character itself was stationary, but invisible.
RicePigeon said, September 23, 2012, 08:29:33 pmSeravy said, September 23, 2012, 05:57:04 pmIn my case, I usually add like -300 to the X position at time=0 and have them move at vel=10 for 30 ticks or the same with different numbers, so they will always end up at the position they would normally appear at without having to care where they are and which way they are facing.For some reason I remember doing this with one of Yukari's intros and, no matter how many times I tried, her stance would always be off by 1 pixel, and you'd notice the shift just before the round began. This forced me to use an explod/helper for the walking while the actual character itself was stationary, but invisible.I've checked my Silver and she did it, too, but after fixing the position and velocity to be properly multiples (vel was 3 and distance 200, now is 201) it got fixed.I guess I'm going to see it pretty soon, the next character on my working plans is your Yukari.