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how to delete afterimage on landing. (Read 2532 times)

Started by Momotaro, November 07, 2020, 12:32:08 pm
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how to delete afterimage on landing.
#1  November 07, 2020, 12:32:08 pm
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  • I like to draw fighting game characters...
I'm coding one more move from Kotaro.
Her special jump move (some kind of air roll jump. SFA Guy type, or Cammy's Holligan combination)
This move have an afterimage.

I'm still using existing characters as a reference to get how it's coded.

This is the aferimage
Code:
[State -2, Žc‘œ]
type = AfterImage
trigger1 = time = 0
palBright = 0, 0, 0
palContrast = 128, 128, 128
paladd = 0,0,0
palmul = 1,1,1
trans = add1 ;none
TimeGap  = 1 ; Žc‘œ‰æ‘œ‚Ì•Û‘¶ŠÔŠu
FrameGap = 4 ;Žc‘œ‚Ì•\Ž¦ŠÔŠu
length = 13 ; Žc‘œ—pî•ñ‚Ì•Û‘¶–‡”
time = 30;20;2

My idea would be to overwrite this one with a 2nd afterimage of time = 1, so it's deleted fastly.
-Is it a good idea?

I would like to trigger it on landing.
But since this special jump have no landing state. I don't know how to trigger it well.
It uses the normal landing state, because it's a move with air physics.
Code:
[Statedef 1405]
type = A
physics = A
moveType = A

How can I trigger it?

Thanks

Re: how to delete afterimage on landing.
#2  November 07, 2020, 01:01:48 pm
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Just do what everyone else does.  Instead of going to the normal landing state, go to your own custom landing state and add the code there.

Alternatively, you could just copy and override the normal landing state in your character.  Either way, you're basically doing the same thing.  Using a custom state just lets you do more with it...such as using a different animation.
Re: how to delete afterimage on landing.
#3  November 07, 2020, 02:03:36 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Just do what everyone else does.  Instead of going to the normal landing state, go to your own custom landing state and add the code there.

Alternatively, you could just copy and override the normal landing state in your character.  Either way, you're basically doing the same thing.  Using a custom state just lets you do more with it...such as using a different animation.

Oh, you think, so.

I have to say I had it in my mind but thought it would be my "lazy" simple way to do it.

I think you're right about it. I will create the custom landing one.
Re: how to delete afterimage on landing.
#4  November 08, 2020, 01:13:01 pm
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  • A.K.A. NED
  • I like to draw fighting game characters...
So.
I did it and used an afterimage of 1 tick in the landing state.

But now, the problem is when it happens the previous afterimage instantaneously disappear.

I would like it to disapear when the afterimage "sprites" reach the ground.
(hard to explain)

this is the afterimage code I use in landing.

Code:
[State -2, Žc‘œ]
type = AfterImage
trigger1 = time = 0
palBright = 0, 0, 0
palContrast = 128, 128, 128
paladd = 0,0,0
palmul = 1,1,1
trans = add1 ;none
TimeGap  = 1 ; Žc‘œ‰æ‘œ‚Ì•Û‘¶ŠÔŠu
FrameGap = 4 ;Žc‘œ‚Ì•\Ž¦ŠÔŠu
length = 13 ; Žc‘œ—pî•ñ‚Ì•Û‘¶–‡”
time = 1
Re: how to delete afterimage on landing.
#5  November 08, 2020, 06:46:49 pm
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wouldnt afterimagetime sctrl do that? or alternatively if you just trigger an afterimage every few frames instead of time = 0, do time%(whatever #)=0 and adjust timegap and length, time, framegap accordingly?
Re: how to delete afterimage on landing.
#6  November 14, 2020, 01:34:14 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
wouldnt afterimagetime sctrl do that? or alternatively if you just trigger an afterimage every few frames instead of time = 0, do time%(whatever #)=0 and adjust timegap and length, time, framegap accordingly?

I will try that.
Thanks