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my very first tut^^ a.k.a. input joking - 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: Tutorials (https://lf-empire.de/forum/forumdisplay.php?fid=12) +---- Thread: my very first tut^^ a.k.a. input joking (/showthread.php?tid=55) |
my very first tut^^ a.k.a. input joking - Silverthorn - 03-08-2008 OK, I've played a bit with the data of some characters, and this is the result: ![]() This looping is NOT made with any hit_?-tags, the solution is much easier... That technique also enables me to do this: ![]() These are not the run_attack-frames... And now the explanation: Open your character-data and look into the bmp-part... Code: <bmp_begin> As you can see, the character would have a huge problem, when the dash-frames are displayed - the character would simply fall down... Really, if you press the jump key like usual to execute the dash, your character would go immediately to the falling-frames. But when you press the jump-key a bit longer, the character will execute the rowing-frames. And these frames contain, as you hopefully know, the looping sprites. For the second graphic, I pressed the jump- and the attack-button at the same time, so this is how the dash_attack-frames are displayed. There is nothing more behind it, so, have fun RE: my very first tut^^ a.k.a. input joking - Azriel - 08-09-2008 lol crazy background. this thingy is interesting ^^ (actually i used the JA for fights but never thought of it as something new =o (that u can exploit it for dash thingy)). works with certain other stuff as well. programming logic (why it works): pseudocode: ( press button onButtonPress{ if getButton is true buttonIsPressed = true getButton = false end if } onButtonRelease{ buttonIsPressed = false } gameRun{ if game has passed 2 time units since button is pressed (so it's on the 3rd TU now) ..if buttonIsPressed == true ....buttonIsPressed = false ..end if ..getButton = true end if if game has passed 10 time units since button is pressed ..buttonIsPressed = false end if } ) that's some crazy pseudocode (of course the actual code won't follow that - there's other ways of checking 2 TU or sth). that's y u need a wait: 2 at least if u want a D>AAAA... move if the A charges the thing up for next frame. the reason y state: 4 and 5 work with input holding is state: 4 getButton = true state: 5 getButton = true ~where Button == Attack (that's y it doesn't work for Jump) Azriel~ |