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[Representative Char] BattleDennisEX - Printable Version

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+--- Thread: [Representative Char] BattleDennisEX (/showthread.php?tid=1202)

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RE: [Char] BattleDennis 1.1 - Silverthorn - 10-01-2008

man, did you even bother to look >here<?


RE: [Char] BattleDennis 1.1 - Adam315 - 10-01-2008

I'm made the transform, but the pics are doesn't working.What's the problem?


RE: [Char] BattleDennis 1.1 - Gad - 10-01-2008

"I'm made the transform, but the pics are doesn't working.What's the problem?" N/C

(10-01-2008, 08:43 AM)Blue-Phoenix Wrote:  man, did you even bother to look >here<?
Look Here -.-


RE: [Char] BattleDennis 1.1 - Adam315 - 10-01-2008

I'm not speak english very good and...i don't understand.:(


RE: [Char] BattleDennis 1.1 - The Lost Global Mod - 10-01-2008

it is also avaiable in german...

here


RE: [Char] BattleDennis 1.1 - Adam315 - 10-01-2008

I'm from hungary


RE: [Char] BattleDennis 1.1 - The Lost Global Mod - 10-01-2008

ah well...that's a problem...


RE: [Char] BattleDennis 1.1 - Silverthorn - 10-01-2008

Sorry, but we really can't help you then, since there aren't many people around here that speak Hungarian... Kayz...........

Here my little transforming guide just for you ;)

How do you transform?
state: 8xxx makes you transform into the character with the id: xxx, means, if you want to transform into Julian, for example, write state: 8052. So, you need some frame like this (I left out everything but the important part):
Code:
<frame> 300 transform
   pic: 0  state: 8052  wait: 301  next: 1  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

Panic! The pictures are totally messed up!
That's the deal with the transforming. When you transform into somebody else, a 140 picture shift occurs. This means, if it says "pic: 10" in your dat-file, after transforming it'll be pic: 150. This happens every time state: 8xxx is involved. This is also the reason why the criminals in stage mode look different from the regular enemies, although they're the same character.

Great, and how do I solve this problem?
Let's take a little example. This excerpt is from Bandit.dat and is line 5-8:
Code:
file(0-69): sprite\sys\bandit_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-139): sprite\sys\bandit_1.bmp  w: 79  h: 79  row: 10  col: 7
file(140-209): sprite\sys\bandit_0b.bmp  w: 79  h: 79  row: 10  col: 7
file(210-279): sprite\sys\bandit_1b.bmp  w: 79  h: 79  row: 10  col: 7
When you look further into the dat-file, you'll never notice any picture-number greater than 139. Well, you can't :P
The actual images that are used regularly are the picture numbers 0-139 in Bandit.dat. But when you transform into him (which is what the criminal does when you free him), that 140-picture-shift occurs. This is solved here by adding the last two lines, starting with "file(", followed by the picture numbers. This defines, which images are to be used when you have a picture number between 140 and 279 (which only happens when you transform).
You could actually do the same with any character.

Ahhhhh, I made it up to here, but I've more than 140 original pics!
Maybe, you've something like this:
Code:
file(0-69): sprite\sys\dennis_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-139): sprite\sys\dennis_1.bmp  w: 79  h: 79  row: 10  col: 7
file(140-209): sprite\sys\dennis_2.bmp  w: 79  h: 79  row: 10  col: 7
This is quite tricky because now, after transforming, your images will be really messed up. There is only one thing to do: adjusting the bmp-part. You need something like this:
Code:
file(0-69): sprite\sys\dennis_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-139): sprite\sys\dennis_1.bmp  w: 79  h: 79  row: 10  col: 7
file(140-209): sprite\sys\dennis_0.bmp  w: 79  h: 79  row: 10  col: 7
file(210-279): sprite\sys\dennis_1.bmp  w: 79  h: 79  row: 10  col: 7
file(280-349): sprite\sys\dennis_2.bmp  w: 79  h: 79  row: 10  col: 7
file(350-419): sprite\sys\dennis_2.bmp  w: 79  h: 79  row: 10  col: 7
Of course, you now need to adjust the pic-values in each frame, too. Everywhere, where it says: "pic: 140", you'll need to change it to "pic: 280", "pic: 141" is gonna be "pic: 281" and so on. It's boring but you need to do that for transforming ;)

--

Hope this helps you ;)


RE: [Char] BattleDennis 1.1 - Adam315 - 10-01-2008

oh,thanks.I'll try it;)
neat, Battledennis transform to DennisEX.

you'll download at the first comment

DennisEX attacks:

D>A(+A+A...) energy blast

DJA(+A+A...) explosion

D^J(+a+a) disaster

DvA many foot


(not finished)
Edit:
-added a +man to DennisEX DvJ
-corrected DennisEX's disaster
-new sprite to DennisEX ball

please vote the character!


RE: [Char] BattleDennis 1.1 and DennisEX - dragon36 - 10-03-2008

8\10 good character:)