Original Character W.I.P.

Started by Drahedron, November 10, 2016, 09:50:46 PM

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Drahedron


---12/12/2016---
This is the most recent version of my original character. I hope you like it.


---11/10/2016---
Hello, I just created an youtube channel to show my mugen creations.


(I had another youtube channel but I wanted to completely change my Username and focus the channel just on my Mugen stuff, showing people what I am doing and looking for people with projects like mine)

I know I am just a beginner on mugen creations, I am always looking for the content you guys create here and in other mugen foruns and I know you are really good but I hope you enjoy my work. I put a lot of effort on this character, on his design, trying to learn how to use the fighter factory and so on.

Its just his preview video showing his basic movements, I've done some changes on him since this version. I will be uploading the video of the current version of him soon.

I would be glad if you leave a comment on the video^^ If you want to know more details about my character look for the video description and I hope you enjoy it.

adriano gt

Yes ... I remember this char, a long time ago.
Very interesting and cool.
I really like your drawing.
congratulations
welcome
good luck and sucess

Drahedron

Thank you a lot, it really makes me happy that you remember my character, I see so many characters that I don't even imagine how people did that I feel honored to know you kept mine on your memory.

Thank you for all the compliments *.*, I will keep working on him.


Newdo

finalmente seu retorno brother
admiro muito seus trabalho
estou aguardando mais novidades.

sucesso e forte abraço :)

Drahedron

Obrigado Newdo, daqui umas semanas já devo postar um video novo com as atualizações. Vai ver que ele está muito melhor. Abraço.

Drahedron

I know some people like to start a new topic when they update their projects but I guess I will keep using this one to avoid flooding the topics. Each time I upload a new video on youtube, I will modify the first post of this topic adding the new video and the date of the releasing, after that I will post a comment here so this topic can go to the first page and the forum page won't be flooded. I hope this is the best for the forum.

adriano gt

You're doing the right thing. man
nice update, i like

-Whiplash-

Is that seriously a mantis shrimp?

Badass. You should give him a winpose where he punches (and cracks) the screen maybe.

also:

I love this video lol

Drahedron

#8
adriano gt: Thank you man, you are always looking for my works and I really appreciate that. I am happy that now we are friends on facebook and the same is happening with some brazilian mugen creators.

-Whiplash-: Yeah XD, I enjoyed your video, I didn't know he could swim so fast as he did fighting the octopus, this animal is really amazing. I hope you enjoy my character, here in brazil this animal is called "boxing lobster" thats why my character has only punching attacks.

Drahedron

Hi, would anyone give me some help or opinion? I am trying to create an especial movement for my character, this is the movement animation:



I've created the fire as a helper, but I would like if this fire could destroy basic projectiles. Is it possible? I was thinking about creating this as a projectile and giving it a high priority but I don't want it exploding after hitting the enemy (projectiles need an animation of hitting the enemy). I tried to look for something like that but found nothing.

I thank anyone that helps me or give opinion about what I should do.

-Whiplash-

Glad you liked the video.

You could make the projectile have a helper around it that only hits projectiles and acts as a sort of "shield" with the real projectile being inside and only hitting players.

There's more to this idea then I can recall ATM but I've done it before. I'll PM you when I can.

altoiddealer

Quote from: Drahedron on December 26, 2016, 09:23:44 PM
Hi, would anyone give me some help or opinion? I am trying to create an especial movement for my character, this is the movement animation:



I've created the fire as a helper, but I would like if this fire could destroy basic projectiles. Is it possible? I was thinking about creating this as a projectile and giving it a high priority but I don't want it exploding after hitting the enemy (projectiles need an animation of hitting the enemy). I tried to look for something like that but found nothing.

I thank anyone that helps me or give opinion about what I should do.

The fire helper's  hitdef needs to have the attribute of Projectile, to trigger the HitOverride coded into most other characters basic projectiles.

The helper also needs a NotHitBy to avoid being hit.

attr = S,SP

If you want to have the fire cancel out, too, then you need to include a HitOverride controller and a "destroyed" state for the fire helper.

Spoiler: From Jailbot's Spear code (click to show)

[State 1101, Enemy can't destroy spear with normal attacks]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,HA,NT,ST,HT

[State 1101, Enemy may destroy spear with projectiles]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
StateNo = 1102
ignorehitpause = 1

[State 1101, HitDef]
type = HitDef
trigger1 = 1
attr = S,SP
damage = 20,1
animtype = Hard
guardflag = M
hitflag = M-
priority = 3,Hit
pauseTime = 0,10
guard.pauseTime = 0,8
sparkno = s8001
;sparkno = 2;s8001
sparkxy = -10,0
guardsound = s6,0
ground.type = High
ground.slideTime = 5
ground.hitTime  = 12
ground.velocity = -4
hitonce = 1
p2facing = 1
id = 1105
fall.envshake.freq = parent,TeamSide ;provide Jailbot's Teamside
fall.envshake.ampl = parent,ID ;provide Jailbot's PlayerID
fall.envshake.phase = parent,var(59) ;provide Jailbot's Pre-Determined Winpose

---- AND ----

;-----------------------
;SPEAR DESTROYED
[StateDef 1102]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 5

[State 1102, Freeze on correct AnimElem]
type = Changeanim
trigger1 = 1
value = Cond(var(4) <= 13,1104,1105)
elem = Cond(var(4) <= 13,var(4),var(4)-13)

[State 1102, Fade effect]
type = Trans
trigger1 = Time%2 = 0
trans = add1
alpha = 0,256

[State 1102, Destroy Self]
type = destroyself
trigger1 = Time = 10


Drahedron

Quote from: -Whiplash- on December 28, 2016, 11:54:26 AM
Glad you liked the video.

You could make the projectile have a helper around it that only hits projectiles and acts as a sort of "shield" with the real projectile being inside and only hitting players.

There's more to this idea then I can recall ATM but I've done it before. I'll PM you when I can.

First of all, thank you for your answer, but if I do what you said the projectile will need a animation hitting the enemy isn't it? I tryed that but I don't want to change the animation after hitting something. I want the animation be the same, hitting anything or not, but I would like if it could destroy projectiles after hitting them.

Quote from: altoiddealer on December 28, 2016, 03:54:11 PM
Quote from: Drahedron on December 26, 2016, 09:23:44 PM
Hi, would anyone give me some help or opinion? I am trying to create an especial movement for my character, this is the movement animation:



I've created the fire as a helper, but I would like if this fire could destroy basic projectiles. Is it possible? I was thinking about creating this as a projectile and giving it a high priority but I don't want it exploding after hitting the enemy (projectiles need an animation of hitting the enemy). I tried to look for something like that but found nothing.

I thank anyone that helps me or give opinion about what I should do.

The fire helper's  hitdef needs to have the attribute of Projectile, to trigger the HitOverride coded into most other characters basic projectiles.

The helper also needs a NotHitBy to avoid being hit.

attr = S,SP

If you want to have the fire cancel out, too, then you need to include a HitOverride controller and a "destroyed" state for the fire helper.

Spoiler: From Jailbot's Spear code (click to show)

[State 1101, Enemy can't destroy spear with normal attacks]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,HA,NT,ST,HT

[State 1101, Enemy may destroy spear with projectiles]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
StateNo = 1102
ignorehitpause = 1

[State 1101, HitDef]
type = HitDef
trigger1 = 1
attr = S,SP
damage = 20,1
animtype = Hard
guardflag = M
hitflag = M-
priority = 3,Hit
pauseTime = 0,10
guard.pauseTime = 0,8
sparkno = s8001
;sparkno = 2;s8001
sparkxy = -10,0
guardsound = s6,0
ground.type = High
ground.slideTime = 5
ground.hitTime  = 12
ground.velocity = -4
hitonce = 1
p2facing = 1
id = 1105
fall.envshake.freq = parent,TeamSide ;provide Jailbot's Teamside
fall.envshake.ampl = parent,ID ;provide Jailbot's PlayerID
fall.envshake.phase = parent,var(59) ;provide Jailbot's Pre-Determined Winpose

---- AND ----

;-----------------------
;SPEAR DESTROYED
[StateDef 1102]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 5

[State 1102, Freeze on correct AnimElem]
type = Changeanim
trigger1 = 1
value = Cond(var(4) <= 13,1104,1105)
elem = Cond(var(4) <= 13,var(4),var(4)-13)

[State 1102, Fade effect]
type = Trans
trigger1 = Time%2 = 0
trans = add1
alpha = 0,256

[State 1102, Destroy Self]
type = destroyself
trigger1 = Time = 10

Thank you for your answer, I don't know if I got your sugestion, but when I change the type = Helper to type = Projectile the character creates a clone.

about the attribute I've done a NotHitBy but my problem is the part I can't make the helper destroy the basic projectiles, I guess the solution is on this part you said I should add an attribute of projectile, but where should I add this without creating clones?

This is the current code:

[StateDef 2000]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 2000
poweradd = -1000
sprpriority = 2

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 2,3 || AnimElem = 8
attr = S, NA
damage = 75
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9
air.type = High
air.velocity = -5
air.hittime = 12
palfx.time = 30
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
palfx.invertall = 0
palfx.color = 0

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 2001, Helper]
type = Helper
trigger1 = time = 10
ID = 2001
pos = 35,-34
stateno = 2001
helpertype = normal
name = "Fire Explosion"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



altoiddealer

In State 2001 (the Helper's State), the helper should have a HitDef controller with attr = S,SP
(Standing special projectile)

The helper anim will need CLSN1.


Drahedron

Quote from: altoiddealer on December 29, 2016, 05:01:39 AM
In State 2001 (the Helper's State), the helper should have a HitDef controller with attr = S,SP
(Standing special projectile)

The helper anim will need CLSN1.

I did it, but when the helper gets hit by the projectile, it becames a clone of the character. I am looking for a way to make the helper destroy the projectile while his animation was not affected by the projectile. Working like a stronger projectile.

altoiddealer

The helper also needs a NotHitBy controller so it does not get hit.

If you want it to get hit, then it needs a HitOverRide controller - sending it to a custom "destroyed" state.

These were both in my first response :)


Drahedron

As
Quote from: altoiddealer on December 30, 2016, 03:20:08 PM
The helper also needs a NotHitBy controller so it does not get hit.

If you want it to get hit, then it needs a HitOverRide controller - sending it to a custom "destroyed" state.

These were both in my first response :)

I know it was in your first response, but if I add a NotHitBy the projectiles are going to pass through my helper isn't it? Sorry if I am taking too long to understand, as I said I am a beginner, specialy on helpers and more complicated stuff.

The perfect solution for what I want would be if I could make this helper invulnerable (not untouchable like using a NotHitBy), beacause I would like if it could destroy projectiles. I would use the NotHitBy just for physical attacks.

I am very grateful for your help and patience trying to explain.

altoiddealer

#17
NotHitBy does not prevent the Helper from attacking the Projectile.  It only prevents the Projectile from attacking the helper.

It should use value SCA if you don't want anything to hit it.  No HitOverRide necessary (it can't even be hit).  You don't even need blue CLSN on the helper in this case.  Really, you don't even need a helper then, right?  Just make sure the HitDef attribute is for SP (standing projectile).  This attribute is all that's needed to hit properly coded projectiles and destroy them.

If you want it to be hit and destroyed by other projectiles (so they will cancel each other out), then you need it to be disabled when contact with them, and have your helper use HitOverRide to get destroyed in a custom state.


Drahedron

Quote from: altoiddealer on January 02, 2017, 02:25:58 AM
NotHitBy does not prevent the Helper from attacking the Projectile.  It only prevents the Projectile from attacking the helper.

It should use value SCA if you don't want anything to hit it.  No HitOverRide necessary (it can't even be hit).  You don't even need blue CLSN on the helper in this case.  Really, you don't even need a helper then, right?  Just make sure the HitDef attribute is for SP (standing projectile).  This attribute is all that's needed to hit properly coded projectiles and destroy them.

If you want it to be hit and destroyed by other projectiles (so they will cancel each other out), then you need it to be disabled when contact with them, and have your helper use HitOverRide to get destroyed in a custom state.

Thank you a lot for all your help! Yes, you were right, the helper was not necessary. I will try what you said about using a NotHitBy, I guess now I understood what you were saying the whole time, sorry for taking too long to understand. I found out a way to make the attack without a helper, I used an projectile and in the last frame of the animation I used no image and add a loop to this empty frame, so the animation is shown just once. It's working by now but it looks like your solution is much more smart.

altoiddealer

You could create the last part of the fire anim as an Explod, so it doesn't just instantly poof disappear if your character gets hit late in the animation.