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SQUASHED! effect

Started by DNZRX768, January 25, 2013, 04:44:42 PM

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DNZRX768

Updates are still underway with my characters.

One of the new things that I would like to include is that when one of Boxer's weights fall down and hit the enemy, it squishes them like Wile E Coyote in his Looney Toons cartoons.

However, the only characters with such effects are Neo-Kamek's characters, which I do not have in my databases.

With that being said, what are some things required to achieve such effects?
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Dcat

Put the opponent into a custom state. Dr. Kelexo made a custom state that's similar to what you're after for his Deathmask character, I recommend you take a look at that. If the opponent lacks the special stuck in ground Anim 5888 they are scaled so that they appear squashed. I'll be including this compatibility in my upcoming turtle characters as well.

Quote from: MelvanaInChains on April 05, 2012, 10:43:51 PM


5888 - Stuck In Ground
A general 'stuck in ground' state. Used for Deathmask's (by DrKelexo) Hammer Throw move, but could probably be used by something else in the future most likely. Pretty much just one sprite with a tick of 1.

edit: character now publicly released

DNZRX768

#2
Interesting effect, but not what I was looking for.

I was more looking for a "Squashed Flat as a Pancake" effect.

EDIT: Something like 1:08 of this video

http://www.youtube.com/watch?v=zDfTbRoRag8
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Jmorphman

There is an animation from Puzzle Fighter that would fit: I don't remember what animation number it is (and can't look it up right now) but it's used in PotS' Lei-Lei for her HCB+2P throw. I don't know if many creations have this animation, but PotS' Lei-Lei, Morrigan, Ryu, Sakura, and possibly Dan and Shin Gouki have it. My own Chun-Li and Ken also use the animation.

     Posted: January 25, 2013, 07:26:08 PM
But that isn't really feasible, since so few characters have that. I guess you could play around with p2's yscale, I think you might be able to acheive a decent looking "flat as a pancake" look for most characters using that.

2OS

#4
[Statedef Pancake##########]

[State ]
type=angledraw
trigger1=numenemy
trigger1=enemy,name="Your Char Name"
scale=enemy,fvar(0),enemy,fvar(1)

[State ]
type=angledraw
trigger1=numenemy
trigger1=enemy(numenemy=2),name="Your Char Name"
scale=enemy(numenemy=2),fvar(0),enemy(numenemy=2),fvar(1)


[Statedef -2]

[State ]
type=varset
trigger1=numtarget
var(0)=target,id

[State ]
type=varset
trigger1=playeridexist(var(0))
trigger1=!playerid(var(0)),time
fvar(0)=playerid(var(0)),const(size.xscale)

[State ]
type=varset
trigger1=playerid(var(0)),stateno=pancake##########
trigger1=playerid(var(0)),time
trigger1=fvar(0)<playerid(var(0)),const(size.xscale)*1.5
fvar(0)=fvar(0)*1.25

[State ]
type=varset
trigger1=playeridexist(var(0))
trigger1=!playerid(var(0)),time
fvar(1)=playerid(var(0)),const(size.yscale)

[State ]
type=varset
trigger1=playerid(var(0)),stateno=pancake##########
trigger1=playerid(var(0)),time
trigger1=fvar(1)>playerid(var(0)),const(size.yscale)*0.1
fvar(1)=fvar(1)*0.75