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Coding an attack

Started by Tylerr, December 08, 2012, 05:35:56 PM

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Chatman

Thats...not quite how this works man.

Tylerr

I just need to know how to make it rotate and become bigger and stuff.

Blackscale299

[State 0]
type = AngleDraw
trigger1 = 1
value = (time*90) ; this will make it rotate
scale = 0+(time*.1), 0+(time*.1) ; this line will make it bigger

u can ofc change the numbers..

Tylerr

That seems to make my character sprite do it and not the projectile.

Blackscale299

yooo man.. U should have post ur code here.. lol anyways this angledraw code is for the state of ur helper

Tylerr

So it can't be used in a projectile?

Infinite Daze

Quote from: Tylerr on December 08, 2012, 08:45:37 PM
So it can't be used in a projectile?
Only if the projectile is coded as a helper.

Sheng Long

Code the projectile as a helper type. THEN you can do whatever you want with the projectile. You won't be limited to projectiles code limits this way. So of course, you will need to place the angledraw code in your helper type projectile to give the desired effect.

"You must defeat my flaming
dragon punch to stand a chance."

Tylerr

#9
Hmm, so how would i make these effects turn into the white circling wind type thing? I think its just the first one where it says resize and rotate with transparency.


Cyanide

Angledraw still. Give it a scale and a rotational angle and it'll do what you want... Mostly.

Use type = Trans as well to make sure it's see throughish.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Tylerr

Yeah but do you have any clue as to what value? I cant seem to get it to even remotely resemble what happens in the game.

Cyanide

No. Experiment. You probably cannot do an italic shape however because of how it works.

Basically, try it, try some more, see how close you can get.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.