Animating jumping frames/the use of frame 212 - 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) +--- Thread: Animating jumping frames/the use of frame 212 (/showthread.php?tid=7543) |
Animating jumping frames/the use of frame 212 - Madara Uchiha - 03-02-2012 2 things: 1st. I tried animating some of the jumping frames (with more jumping sprites) so it looks like there's more movement involved in the actual jumping. Anyway, what happens is the character comes in capable of dashing after jumping which is quite annoying since it ruins the gameplay. Anyone got a solution to this? 2nd. I was experimenting with the jumping frame 212 -since it's the only frame which allows the character to turn side- and when I made the jump frame 211 go to an alternative frame, the character just ends up getting stuck in the air. I haven't tried fixing it yet, but I'm pretty sure I could just throw in a dvy: - that will boost it up, just asking around to conform it will work before I give it a try. I'm mainly concerned with the first question. RE: Animating jumping frames/the use of frame 212 - YinYin - 03-02-2012 (03-02-2012, 08:51 PM)Madara Uchiha Wrote: 1st.state 6 fix (03-02-2012, 08:51 PM)Madara Uchiha Wrote: 2nd.better not - only 212 also allows full free movement at take off (values noted in header) you can of course set all those to 0 there but you will drop the choice of jumping up straight, forward or backward RE: Animating jumping frames/the use of frame 212 - bashscrazy - 03-03-2012 YinYin helped me fix this with my Batman char because I wanted to add about 3 extra jump frames for the cape to move around |