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Combo logic in CMD (Read 612 times)

Started by Momotaro, October 14, 2012, 10:11:41 am
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Combo logic in CMD
#1  October 14, 2012, 10:11:41 am
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Hello,
I created several normal moves for a character "1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11..."
Now I want to give them a combo logic so I can have chains on "movecontact" like that :

1 2 3
5 6 7
2 3 7 8
1 3 6
...

How can I disable unwanted combo like :
1 2 3 is OK
2 3 7 is OK
But I don't want 1237 to be possible

This is a way to avoid combo "abuse"

My ideas to resolve it :
-I'm thinking of creating alternate attack states so you can have
1 2 3
2B 3B 7
(but it will be a mess when I add special moves etc...)

-Other possibility. Using variables.
by using "prevstateno"
But this project will use a lot of var for other systems, so I try to use only few of them...

Any other idea to give this combo system a logic without complicating it too much?

Thanks
Re: Combo logic in CMD
#2  October 14, 2012, 01:45:05 pm
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look into juggle values. I'm sure you can work out a system using it.
vVv Gouken718 vVv
Re: Combo logic in CMD
#3  October 14, 2012, 02:20:38 pm
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I'm preparing for a Tekken-like character, and I'm using a variable to set up combo branches.
Move 1 can go to move 2 : classic button press detection
Move 2 can go to move 3, whether it came from move 1 or not
Move 3 can go to move 7 only if it didn't start from move 1
What I do is, on move 2, I set my variable to 3 if I come from move 1 and from to 13 if I didn't.
Now on move 3, if my variable is 13, I can go to move 7, but I can't if it's 3.
If I had another way to come to move 3 and wanted that branch to go to another move, when going into move 3 I would set my variable to 23, and allow that branch to continue only if the value is 23.

Here's an example, I have this move that can be used on its own and is also part of several combos, both in the middle or at the beginning of the branch :
Spoiler, click to toggle visibilty
It's just one variable, and I'm using the same for button press detection to differentiate a qcf+light punch from a qcf+heavy punch. Since these functions don't overlap (I can't have a qcf+lp different from a qcf+hp in this branch system), I can use the same variable without collision.

The only other simple solution, as you say, is using a different state number.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Last Edit: October 14, 2012, 03:44:25 pm by DKDC
Re: Combo logic in CMD
#4  October 14, 2012, 03:29:25 pm
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Thanks,
Seems pretty interesting. I'll try both of them...

Perhaps an alternative to different state numbers can be to use same state, but different anim number.
And trigger it on the cmd...

It can be a way to avoid lot of states...
Re: Combo logic in CMD
#5  October 14, 2012, 03:50:51 pm
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That can work too, but if you have many possible animations, you'll have all the more variations of identical animations for each branch (one same animation repeated in 4 animation numbers if you have four branches using the same move), and you might run out of animation number even faster. I wouldn't try that for my Tekken-based character for example.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Combo logic in CMD
#6  October 15, 2012, 01:42:51 am
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Ok, I'll experiment it.