How do I code this??

Started by Shun_Andrómeda, September 06, 2008, 04:47:26 AM

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Shun_Andrómeda



How do I code this??

Thanks!!
Bye

Luis Alejandro

normal statedef with a helper state.

Shamrock

Kinda vague. A move like can either be coded with a projectile or because it is a beam and attached to the character you could code it in a normal hitdef.

Read the docs they will help.

Edit now I think about it you can't do that with a projectile because to would try to move away. Helper above with work.

Shun_Andrómeda

Quote from: Luis Alejandro on September 06, 2008, 04:50:53 AM
normal statedef with a helper state.

Quote from: shamrock on September 06, 2008, 04:51:32 AM
Kinda vague. A move like can either be coded with a projectile or because it is a beam and attached to the character you could code it in a normal hitdef.

Read the docs they will help.

Edit now I think about it you can't do that with a projectile because to would try to move away. Helper above with work.
What docs are those? I know pretty much nothing about coding yet.. so I would appreciate if you could be more specific .
Thanks a lot!

Shamrock

When you download mugen it comes with a folder named docs. Open that folder and look at the files that are in there.

Luis Alejandro

Quote from: shamrock on September 06, 2008, 04:51:32 AM
Kinda vague. A move like can either be coded with a projectile or because it is a beam and attached to the character you could code it in a normal hitdef.

Read the docs they will help.

Edit now I think about it you can't do that with a projectile because to would try to move away. Helper above with work.
it could still be a projectile, just set vel to 0.
but i find helper coding better.

Tony 3rd

"Helper coding" is pretty much the standard way of coding projectiles this days.

not to mention, it gives you way more freedom with the projectile.

if MUGEN were still being officially updated, the projectile state would be deprecated by now.

rednavi -RETIRED

for a beam the best way to code it is by having 2 helpers, one attached to the char's hand and having only the first part of the beam as its animation, the other one should be the "lineal" part of the beam which should have a increased x.size in the helper's definitions so the beam can be animated with just a sprite of 1 pixel long and also keep the same form through the screen, also having a great x.size will make the beam to hit correctly on any case (if you make a big hitbox but dont use a size increase the the beam wont truly hit anywhere as it should in an x axis range, this problem happens mainly in simul mode)


...


what the fuck am i talking about? u dont even know what a hitdef is I doubt u will get what I say :P

Luis Alejandro

Its a nice looking animation nonetheless.

Bastard Mami


Cyanide

You can use helper or projectile.

If you use a helper you will need to use a hitdef and your cornerpush must be zeroed.

If you use a projectile, it's probably easiest. Most beams years ago were done with projectile and were perfectly functional. Helpers are nice, but if you don't need one, don't use it.


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.

JozoTheBoogey

Projectile is the easiest. I was trying to code with helper, but it never works  --;
With the projectile is the best way. In .air file make a blank pose and time -1 so it wouldn't repeate and in .cns just the velocity usualy it's 3 just change it in 0 so it wont move no where.

tetsuo9999

Projectile, doesn't work well for beams..
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx

JozoTheBoogey

Quote from: Viewtiful9999 on September 09, 2008, 10:52:18 PM
Projectile, doesn't work well for beams..

If you know how to do it. It works well for me.

Shun_Andrómeda

Thanks for all the amazing feedback!!!...Im gratefull for all the previous advices

Unfotunatelly,at the moment Im not having the time that is needed to "study" this codings... and for what you tell me this isn't any easy stuff to do...

So I decided to post the animation, frame by frame, all in pcx files , and ready to be worked on, so as for any interested coder to be able of giving a shot at it; and after a while ,choose the better looking animation on mugen , so it becomes part of the Lodestone project, and the credits will be mentioned to the respective coder.

This animation is free for everybody to EDIT it also, and a free work for every coder who wants to experiment with it, so feel free to do it.

When finished cleaning the pcx they'll be posted in this topic.
Thanks everybody!

The Railgunner

You know, you could just combine the body and beam sprites, make it a separate animation, put the attack CLSN(s) in the beam area, and code it as a regular attack (no projectiles, helpers, or anything - just a simple attack).