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| Main problems solved, going to learn how to work over others details. | |
| Author | Message |
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benhazard Lv 3
Nº de Posteos : 297 Fecha de inscripción : 2009-11-03 Edad : 33 Localización : Brazil
| Subject: Main problems solved, going to learn how to work over others details. Fri Jun 01, 2012 11:52 am | |
| I really enjoying to work with codes. well.. the last time I asked for help with programming, Sawady told me to create a new one or start everything from the beginning. but with persistence I managed to learn what i wanted. Finally, the fire balls are the way i really wanted. then I'll change / create the animations of the explosion and perhaps add some extra detail to the projectile. Thanks Chrono strife and Neocide for teach/help me. Just the old example of fireball, already fixed: for now I'm focusing on correcting what sawa done on Pan in the right way. (I'm still learning anyway, I'm aware of very basic things and I know now how to avoid mistakes.) Plus, i am still a half-Newbie on codes. LOL but I came a doubt. is not that I go against the taste / preference of Sawady. but it's kind of thematic aerial unpleasant. where the character performs a projectile in the air, it automatically enters on "aerial Stance/mode" I'm looking to give the P1 control free of it. if it is in the middle of a jump, and Pan attack with a projectile, it will return to jump. if it is floating in the air and attack with a projectile, it goes back to float. I wish, if possible, Sawady explained how he organized the functioning of the aerial stance, or at least, to choose the right state, so I can set it correctly. or if anyone has an idea or a better solution, it will save me quite a while too. well, i will give priority to this detail now, and see if I can do alone for now. some thigs are easy, others hard, but i am learning.
Last edited by benhazard on Fri Jun 01, 2012 5:23 pm; edited 1 time in total |
| | | G.o.D. Contributor
Nº de Posteos : 675 Fecha de inscripción : 2012-04-07
| Subject: Re: Main problems solved, going to learn how to work over others details. Fri Jun 01, 2012 12:47 pm | |
| When you're jumping and shooting Ki balls, at the end of this stateno you can make a changestate for state 47 (when she is falling), I think. Check the common1.cns in the data folder of your mugen copy (or in your char if it has one) to see the correct states. |
| | | benhazard Lv 3
Nº de Posteos : 297 Fecha de inscripción : 2009-11-03 Edad : 33 Localización : Brazil
| Subject: Re: Main problems solved, going to learn how to work over others details. Wed Jun 06, 2012 10:00 am | |
| i already know this, the point, is that i have two states ( Jump and Fly ) and i want to make a right code for it. when she is flying and attack whith a ki ball, she return to fly state, when she is in a jump and do the same, she return to the ground.
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| | | hamza Lv 1
Nº de Posteos : 46 Fecha de inscripción : 2011-02-14 Edad : 29 Localización : italia
| Subject: Re: Main problems solved, going to learn how to work over others details. Thu Jun 07, 2012 1:21 pm | |
| just make 2 different fireball state one for jump and one for fly
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| | | benhazard Lv 3
Nº de Posteos : 297 Fecha de inscripción : 2009-11-03 Edad : 33 Localización : Brazil
| Subject: Re: Main problems solved, going to learn how to work over others details. Thu Jun 07, 2012 9:32 pm | |
| - G.o.D. wrote:
- When you're jumping and shooting Ki balls, at the end of this stateno you can make a changestate for state 47 (when she is falling), I think.
Check the common1.cns in the data folder of your mugen copy (or in your char if it has one) to see the correct states. - hamza wrote:
- just make 2 different fireball state one for jump and one for fly
Thank you for the feedback; well.. the problem is that whoever is using the var13 is the helper, doing that, somehow, some kind of interference happens that makes the "Fire ball air state" follows a different path than the original ( like you Jump, Attack the Enemy with a projectile, and End on Fly state, instead of returning to the ground.) that idea is also used for all aerial movements. but because doesn't appears to involve Vars, it works correctly ( air Punch, Kick or a simple single projectile or a projectile maded with a unitary state)That happens with normal air Attacks.. before, I was reading, and testing many things that I was slowly learning, always resulting in half of what I wanted, that if not ended with some sort of error. therefore preferred above all, get a little help to clarify some details, and finish my doubts. I apologize if my doubts may be stupid guys, but this is an important detail that I want to understand without needing to have the same kind of mess again. I think it's important because he made an effective system, which sends the P1 back to the floor, or leaves in the air depending on the state in which the character is, was one of the things I could learn from him, but as Sawady gave up and can't have time to do this project, I'm learning a little of what he did. and having fun to be able to apply my ideas freely. seems to be incomplete, since any physical attack or aerial projectile detailed or more elaborate that depend on the same Vars or new ones. runs on the same problem, always resulting in a state, for him to return to an investment that depends on the current position of the player. (in air or in the middle of a jump). your idea is good but does not work in this case. if you want, I'll show you understand in practice what I'm trying to do. |
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