[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: |