News:

MFG's Character of the Month: October 2026 Nominations

Main Menu

Combo Help Needed

Started by Litterbox, April 18, 2008, 01:48:37 AM

Previous topic - Next topic

Litterbox

I'm extremely new to the whole fighting game scene. Infact, I wasn't really a fan of the genre until just a few days ago. I've started work on a new character who is coming along nicely. I've managed to figure out basics like walking, attacking, jumping, etc.

However, I'm trying to work on a combo now, and I'm completely lost. I've read over the docs some, but it's not really clicking with me. I don't understand what they're doing. Even looking over other characters commands are confusing.

My goal is:
1.) When buttons are pressed, combo starts. (I've got this part down.)
2.) When combo starts, background is changed to a streaming blue animation. (I'll make the animation, or rip it. Just need to know how to activate / configure it.)
3.) Combo consists of several hits caused by one large image sliding by (think semi-truck with a chainsaw on the front.)
4.) How to animate aditional attacks into the combo afterwards.

I'd be fine with tutorials, or one on one help. I just need something that makes practical use of combos, along with examples.

Thanks in advance, and sorry if this question is a tiresome one. I'm sure there's a lot of people asking this kind of stuff, but Google searches and whatnot gave little to no help.

iTorres

Quote from: Litterbox on April 18, 2008, 01:48:37 AM
...
2.) When combo starts, background is changed to a streaming blue animation. (I'll make the animation, or rip it. Just need to know how to activate / configure it.)
...
You can add that with an Explod.

Quote from: Litterbox on April 18, 2008, 01:48:37 AM
...
3.) Combo consists of several hits caused by one large image sliding by (think semi-truck with a chainsaw on the front.)
...
This can be done using a Helper.

Quote from: Litterbox on April 18, 2008, 01:48:37 AM
...
4.) How to animate aditional attacks into the combo afterwards.
...
This pretty much depends on how the char is going to work, it can be done with changeanim, changestate, or just make it one long combo.

Sig Provided by Matrimelee

Litterbox

Thanks iTorres. I did a bit of looking around in some different characters and I've seen the explod command, and I've noticed their links to some of the backgrounds (k9999 is my guinea pig for reverse engineering) but I still don't understand how this is working. Everything is so spread out and confusing.

Could somebody give me a simple example with some notes to show how I could make an animation that does something like...

Combo activated by button press
Blue Streak Explod Background
1 punch
Combo end

Basically just a simple demonstration of a KOF styled (maybe not KOF? I dunno. I think that's where k9999 is from. Again. I'm very new to this.) combo?

I'd really like to figure this out, but the documentation seems too general for me to understand. I might just be dense, but I would seriously appreciate it if somebody could kind of hold my hand through this.

Cyanide

Mugen has some useful docs for certain things in this case

explod
will help you out.

As for the rest, it depends how far you've got. For a combo to hit lots without you doing more than a command, it's just more hitdefs and more triggers. You need, 2 hitdefs. 1 with heaps of triggers and a second one with just 1 when you do this final punch.

String the whole combo together as 1 animation. ANd set the blue stuff up as a seperate anim.


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.

Litterbox

I need some help. I'm reading about explod, but I don't understand how to apply it. I've found plenty of guides explaining what different commands and such do, but I have no idea how to actually write commands, and understand it. Or how to apply the things I've learned.

Can somebody direct me to a tutorial, or walk me through the steps of creating a combo? It's really confusing for me, as I have no real coding experience.

Valodim

To start off, try something simpler. For instance, triggering an explod with a key:


[State -1]
type = Explod
trigger1 = command = "stuff"
; more parameters


put this into the .cmd file under [Statedef -1], add a command "stuff" (or use any existing) to the command definitions, and see what happens

Litterbox

Quote from: Valodim on April 20, 2008, 09:54:44 PM
To start off, try something simpler. For instance, triggering an explod with a key:


[State -1]
type = Explod
trigger1 = command = "stuff"
; more parameters


put this into the .cmd file under [Statedef -1], add a command "stuff" (or use any existing) to the command definitions, and see what happens

When I do that, all that happens is I get a slight after-image type thing. Almost like it forgets to erase the old frame before drawing the new one. Is that what explod is? Because if so, that's not what I'm after.

I'm talking about the "exciting background" that happens. Kind of like in anime when somebody's yelling, or running really fast, or something. Just lots of light shooting by.

Cyanide

see how he has ;more parameters commented out? Thats where more parameters go.

You've had 3 people tell you an explod is what you need. Most people are actually able to work out how to use them within about 3 minutes.

If you have read the docs i would have THOUGHT the line "anim = the animation you want to play" would have meant something to you. Explods play a seperate animation that you set. How about you go play with it for a bit.


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.