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Experimental - Reflecting Projectiles!  (Read 14644 times)

Started by Sheng Long, August 21, 2003, 04:42:22 AM
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Experimental - Reflecting Projectiles!
#1  August 21, 2003, 04:42:22 AM
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It's very simple actually. However, the projectiles thrown by the enemies 'have' to be a helper type with AP (Any Projectile) attribute. I also used a ReversalDef when the helper projectile hits the energy shield, the fireball (helper) changes into the player 1 custom state, which makes it change direction. However, since projectiles have different states and animation numbers and whatnot, the projectile (helper) won't display the dissapearing animation. The reflected projectile state doesn't change the animation of the fireball, so it'll show the current animation of the projectile thrown. Another good thing about this is that there aren't any errors displayed in the debug. Also the new codes only apply to the character reflecting the projectile, while the other characters use a helper type projectile with AP attribute.

This won't work on projectile types though. But I think it's close enough to the point.

Updated 8/22
Download the experimental patch here.

http://gcnmario.web1000.com/guilepat.zip

Here's some screen shots of what I experimented with. I used my Guile to experiment this. The energy shield is a rotated form of the dissapearing sonic boom.  ;D









"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: August 23, 2003, 05:29:39 AM by GCNMario
Re:Experimental - Reflecting Projectiles!
#2  August 21, 2003, 05:01:33 AM
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I think this is the best that could be made to perform this kind of move

but it´s a good solution indeed :)
if someone start using this on characters, I would make the projs of my chars compatible with this code
Turn my blood to sand...
Re:Experimental - Reflecting Projectiles!
#3  August 21, 2003, 05:12:14 AM
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Cool - I like where you're going on with this.

Only one question I want to ask is this: is it possible for Shaia from Voltage Fighter Gowcaizer game to use her ballboy as shield by reflecting this type of attack? Just an idea I had in mind...
Re:Experimental - Reflecting Projectiles!
#4  August 21, 2003, 05:33:18 AM
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"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: August 21, 2003, 05:53:37 AM by GCNMario
Re:Experimental - Reflecting Projectiles!
#5  August 21, 2003, 05:34:27 AM
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thats cool dude

im curious too, can it reflect projectiles that do not travel (like my char, Xltima's lightning)??
Re:Experimental - Reflecting Projectiles!
#6  August 21, 2003, 07:20:40 AM
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Okay I uplaoded the experimental patch to my site. download it if you are interested in seeing it work.

Cool, if I ever should do this and if I run into any snag - could i reply on you to help out since you're experimenting with this for a while now.

*takes a look at the file*
Re:Experimental - Reflecting Projectiles!
#7  August 21, 2003, 09:52:51 AM
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...ha. dan deserves to get hit in the face with that damn picture. i like this already...
Re:Experimental - Reflecting Projectiles!
#8  August 21, 2003, 02:56:37 PM
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good trick. But sadly this doesnt works with normal projectiles
Re:Experimental - Reflecting Projectiles!
#9  August 21, 2003, 03:39:22 PM
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good trick. But sadly this doesnt works with normal projectiles

I know.  ::)

What I could do for this is make the player go into a reversldef state. When it makes contact with normal projectile, the player goes into another state throwing a different projectile. Though it won't be the same as what's shown above though. And of course, this was just an experimental idea anyway.  ;)

"You must defeat my flaming
dragon punch to stand a chance."
Re:Experimental - Reflecting Projectiles!
#10  August 21, 2003, 09:13:13 PM
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so then it would be more of a counter move/magic the a reflection right?

luis_miguel

Re:Experimental - Reflecting Projectiles!
#11  August 21, 2003, 09:20:54 PM
good one...

I think this system could be performed like an altern parry...

instead of normal hits, this could reflect projectiles (as seen on World Heroes)...

just my point...
Last Edit: August 21, 2003, 09:27:01 PM by charlie
Re:Experimental - Reflecting Projectiles!
#12  August 23, 2003, 05:33:31 AM
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The patch has been updated 8/22.

- Fixed a minor bug during team player mode.
 * This bug happens when two reflected projectiles hit each other.
- Adjusted animation of energy shield.
 * It doesn't just flash anymore. I used the full animation of the sonic boom.  ;D

"You must defeat my flaming
dragon punch to stand a chance."
Re:Experimental - Reflecting Projectiles!
#13  August 27, 2003, 08:06:45 AM
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Downside: the reflected projectile can't be guarded.  :(
Re:Experimental - Reflecting Projectiles!
#14  August 27, 2003, 04:04:46 PM
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Can't....see.....images......please.....fix....it.
Re:Experimental - Reflecting Projectiles!
#15  August 27, 2003, 08:35:57 PM
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"You must defeat my flaming
dragon punch to stand a chance."

luis_miguel

Re:Experimental - Reflecting Projectiles!
#16  August 27, 2003, 08:47:08 PM
Quote
Downside: the reflected projectile can't be guarded.

a punishment for throwing projectiles to guile...???

indeed, this must be fixed...
Re:Experimental - Reflecting Projectiles!
#17  August 27, 2003, 09:38:21 PM
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Actually, they can be guared. Well some of them can be anyway. It just doesn't work quite as well as the others. Besides the hitdef points to affectteam = friendly, which may effect it. Not to mention it was made by the same opponent who threw it. So I don't know any way around this for now.

"You must defeat my flaming
dragon punch to stand a chance."
Re:Experimental - Reflecting Projectiles!
#18  August 28, 2003, 05:24:27 PM
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Maybe that unguardability has to do with the recovery time of the character throwing the projectile, and the distance at which (s)he throws it?...
Re:Experimental - Reflecting Projectiles!
#19  August 30, 2003, 04:05:37 PM
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I heard of this but didn't know if it work. I take a look at this and change the athena's projectile into helpers.