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[solved] NTSD II Platforming System - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +---- Forum: Solved Problems (https://lf-empire.de/forum/forumdisplay.php?fid=14) +---- Thread: [solved] NTSD II Platforming System (/showthread.php?tid=3151) Pages:
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[solved] NTSD II Platforming System - 1477 - 06-29-2009 HAR HAR , I bet either Nave or Zxcv knew this was coming, huh? I really want to know how the NTSD II platforming system works. As everyone acknowledges, platforming was never truly perfected before (even with itr/kind 8), and when I ran a search on a couple of ideas imagined before, the only real, working system complete with tutorial was Lauli's idea (which was a simple "perching" rock allowing absolutely no movement ).So, without further ado: Question: How is LF2 platforming actually accomplished as in the mod NTSD II? ____________________________________________________________________________________________________________ Sidenote: Humor me, tell me if any of the following five-minute guesses are right, or similarly close at all .1) Altered 'Centery' + Transformation like in Two Level LF2 (Highly Doubted) 2) More "close", I think: Alter every frame in every character except for the 'jump' and 'dash' frames, with the value 'dvy: 550'. Replace 'state: 0' with 'state: 1' on standing frames (to prevent frame '212' redirection). Use a narrow itr/kind82 strip on the surface of the platforming with 'dvx: 0', or leading back to standing frames. On either side of the platform, use another itr/kind82 strip with 'dvx' leading to hanging frames. This method seems hella tedious .If you can, please tell me if either of my guesses are right before answering the question .Thanks... ~Solomon Leung RE: NTSD II Platforming System - TheNave - 06-29-2009 Nr. 2) is almost right, I(with Silva's help ofc) also hex'ed a new state which allows the character to jmp to a certain frame by pressing > or <, that's how the walking and running works, 'nd also another state for the stop running by pressing backwards, else we just used a crap load of different ik/8's to make it perfect RE: NTSD II Platforming System - 1477 - 06-29-2009 Ugh, so this is another hex question . @Any Admin Please move this thread to the 'Hex 2.0' section of this forum. Thanks. @TheNave Do you mind sending me the code for the two states (similar to the ik8)? I could decipher it myself. Oh, and I believe the walking state must measure continuous input right? Because you only walk as long as you hold the directional key .I need a working platform system , and I want this question solved .EDIT: DUDE, WTF is with the number eight's turning into smileys? Thanks... ~Solomon Leung RE: NTSD II Platforming System - TheNave - 06-30-2009 hmm... actually Zxcv told me not to share it, that will keep NTSD II special :/ RE: NTSD II Platforming System - naruto hyuuga - 06-30-2009 o i was waiting for that part just wondering nave zxcv said the platofrms are there from starting so you got the perspective tag working in the dll ? RE: NTSD II Platforming System - TheNave - 06-30-2009 ye I did, wasn't difficult atall, I can share that part^^ RE: NTSD II Platforming System - naruto hyuuga - 06-30-2009 have you found a way to turn the frame number limit to 799 frame limit instead of 399? (in the dll framework i dun want that exe) RE: NTSD II Platforming System - TheNave - 06-30-2009 shouldn't be that hard, but I'm to lazy to do that now... just remember: Silva Wrote:Important Stuff: RE: NTSD II Platforming System - naruto hyuuga - 06-30-2009 ok ok i want to noe if its possible or if you found a way i'm not asking you to do it right now i want to noe if its possible RE: NTSD II Platforming System - no one - 06-30-2009 @naruto hyuuga: Just one thing I want to introduce to you:
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