Need Help on move.

Started by Luis Alejandro, September 07, 2008, 03:52:53 AM

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Luis Alejandro

ok, so im coding a new attack for gardevoir
so far it looks great(still need to adjust hitdef alittle)
so when i dont hitp2, it comes out great, but when i hit p2, the fx come out like if it wasnt transparent, and smaller
some pics:

how its suppose to look:


how its looking when i hitp2:


Rajaa Retired

i honestly don't see a difference, and i looked very hard ???

whats exactly happening, it's becoming smaller?..did you code the htisparks as an explod or something?



Luis Alejandro

Quote from: Rajaa on September 07, 2008, 03:56:52 AM
i honestly don't see a difference, and i looked very hard ???

whats exactly happening, it's becoming smaller?..did you code the htisparks as an explod or something?



you dont see the difference between the first pic and the second?..

Rajaa Retired

i see a difference but none noticeable in the fx. it just looks it's in a different animation frame to me.

Cyanide

One does 6, one does 8, and on the second the white (which doesn't transparent) is covering p2's head?

I can't see any major difference. Circle the bit that's wrong.


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.

Luis Alejandro

Quote from: Rajaa on September 07, 2008, 04:07:43 AM
i see a difference but none noticeable in the fx.
the fx is the thing thats different(the aura that surrounds gardevoir).. and that you cant notice it really surprises me.
its coded in as a helper, it hits p2 but when it does it becomes non transparent and smaller.


Quote from: Cyanide on September 07, 2008, 04:09:11 AM
One does 6, one does 8, and on the second the white (which doesn't transparent) is covering p2's head?

I can't see any major difference. Circle the bit that's wrong.

its not needed dude, its the thing thats around gardevoir, the green aura.
when it hits p2 it becomes non transparent and smaller..

c00p

Nobody was looking at that . . . Everybody was focused on the hitsparks

Luis Alejandro

how the hell could you not notice that?

Rajaa Retired

because you said when you hit the fx get smaller. you directed our attention elsewhere. :mad:

Are you using a sctrl for the trans if so add "ignorehitpasuse=1"

maybe you have an "angledraw" or something in the statedef?

maybe try an "ownpal=1" and specifying the size in the helper sctrl? "size.xscale=??" etc....

i never saw this issue before code would be nice, if someone else can't "read your mind" as [E] calls it.  :P


Luis Alejandro

Quote from: Rajaa on September 07, 2008, 04:24:47 AM
because you said when you hit the fx get smaller. you directed our attention elsewhere. :mad:

Are you using a sctrl for the trans if so add "ignorehitpasuse=1"

maybe you have an "angledraw" or something in the statedef?

maybe try an "ownpal=1" and specifying the size in the helper sctrl? "size.xscale=??" etc....

i never saw this issue before code would be nice, if someone else can't "read your mind" as [E] calls it.  :P


still, you could have just known the problem by the pictures.

there no angle draw in the code and i already had ownpal=1
the size is .6,2 , which makes it wider and taller then its original size.

code:

[State 0, Helper]
type = Helper
trigger1 =  Time =11
helpertype = normal
name =    "Wave"
ID = 346
stateno = 346
pos = 0,-50
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove  = 9999999
pausemove  = 9999999
size.xscale = .6
size.yscale = 2
ignorehitpause = 0

[StateDef 346]
type = S
movetype= A
physics = N
juggle  = 3
ctrl = 0
anim = 7011
sprpriority = 99



[State 650, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
attr = S, HP
animtype  = Hard
damage = 10,3
hitflag = MAFDP
guardflag = MA
priority = 3, Hit
pausetime = 4,4
sparkno = s7004+(random%4)
sparkxy = 0,ifelse(moveguarded, -20, 0)
hitsound = s2, 3
guardsound = s25, 0
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,ifElse(P2BodyDist Y >= 0, -4, 1)
air.velocity = 0,ifElse(P2BodyDist Y >= 0, -4, 1)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 650, 1]
type = HitDef
trigger1 = time = [10,15]
trigger2 = time = [20,25]
trigger3 = time = [30,35]
trigger4 = time = [40,45]
trigger5 = time = [50,55]
trigger6 = time = [60,65]
trigger7 = time = 110
attr = S, HP
animtype  = Hard
damage = 4,4
hitflag = MAFDP
guardflag = MA
priority = 3, Hit
pausetime = 10,10
sparkno = s7004+(random%4)
sparkxy = 0,ifelse(moveguarded, -20, 0)
hitsound = s2, 3
guardsound = s25, 0
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,ifElse(P2BodyDist Y >= 0, -4, 1)
air.velocity = 0,ifElse(P2BodyDist Y >= 0, -4, 1)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = noshadow


[State 0, DestroySelf]
type = DestroySelf
trigger1 =  time=145

Kagami

I was seeing the hitsparks too  :P

but i see what you're saying now, its the vertical green cylinder effect, that it's transparent in the first one and different in the second one

"There's a time to live, there's a time to die, but no one can escape the destiny....."

Rajaa Retired

i see no reason for it to do that at all.

Cyanide

Ah, gotcha. Now, why didn't you say "the green cylinders transparency changes"

Quote[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = noshadow
ignorehitpause = 1



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.

Rajaa Retired

really? oh i see since the shadow reaches so high it comes down behind the rest of the animation darkening it not actually making it un-transparent.

Luis Alejandro

and again, cyanide has helped me.

thanks alot dude  :)