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lobohobo08

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Messages by lobohobo08

    

Re: How can I add a zoom in during a super pause?

 August 02, 2023, 11:52:08 am View in topic context
avatar  Posted by lobohobo08  in How can I add a zoom in during a super pause? (Started by Rabano February 23, 2023, 11:22:20 pm
 Board: M.U.G.E.N Development Help

im trying the zoom thing with superpause but it doesnt work the i way it supposed to, it zooms in for like 1 tick then zooms out then after the superpause is over is zooms back in to complete the zoom bc of the trigger1 timing
    

need help in coding a leap-to-air "jump" attack

 May 23, 2023, 06:37:48 am View in topic context
avatar  Posted by lobohobo08  in  need help in coding a leap-to-air "jump" attack (Started by lobohobo08 May 23, 2023, 06:37:48 am
 Board: M.U.G.E.N Development Help

so im attempting to code a jus character for the first time, and his jump attack consists of him jumping from the floor and leaping towards player 2, for it to end with a slash through player 2 and making my character appear behind his fallen body.

the sprites of the attack:

https://pasteboard.co/YOgkpZpCgUo6.png

and the effect of the attack im looking for:

SKIP TO THE 13 SECOND MARK AND WATCH AFTERWARDS



i want to know how i can efficitenly make it so the character can jump into the air, hit P2 with the attack, and land right on ground level behind him

i have tried velset , posadd, gravity codes and none of them are giving me the results i want, even repositionig the sprites in the animations doesnt give me the effect that i want. gravity code especially makes my character go past ground level to underneath the stage. i have also tried the following trigger in the changestate code: pos y > 0 && vel y > 0, still doesnt work.

heres my CNS statedef

[Statedef 270]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 270
poweradd = 10
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 30
y = -3


[State 0, Gravity]
type = Gravity
trigger1 = time > 9


[State 270, 1]
type = HitDef
trigger1 = !time
attr = A, NA
damage = 23, 0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 0
sparkxy = -10, -35
hitsound = s0, 12
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime = 11
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 15
fall = 1

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s0, 11


[State 270, 3]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1

heres my CMD state

[State -1, Y-4]
type = ChangeState
value = 270
triggerall = command = "y"
trigger1 = stateno = 260 && movehit

- - - Updated - - -

the attack starts from the standing position, so its not really a jump attack. its also the finishing attack a combos