[solved] Frame 3001,02,03,04 - 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] Frame 3001,02,03,04 (/showthread.php?tid=862) Pages:
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[solved] Frame 3001,02,03,04 - vktewari - 08-15-2008 Here's the problem. Following is the attack. I want the state: 3001, 3002, 3003, and 3004 attacks to be activated at the right ends. But the frames get activated at the centrex and centrey positions(299 and 24 in my case). Please help me. RE: Frame 3001,02,03,04 - Lauli - 08-15-2008 Well you pretty much started it wrong. split up the sprites and use them like in firzen-cannon RE: Frame 3001,02,03,04 - vktewari - 08-15-2008 I don't want it that way. There's a problem in it. I want the itrs only at the left end. and not throughout the ball. And it also has to go diagonally, from top right to bottom left(I will sprite them later)which is not practicable in Firzen's cannon. The same problem will arise there also. RE: Frame 3001,02,03,04 - Lauli - 08-15-2008 Well, there is not quite an easy way of doing that. RE: Frame 3001,02,03,04 - vktewari - 08-15-2008 Is there any way easy or difficult for doing that? RE: Frame 3001,02,03,04 - Lauli - 08-15-2008 There's an additional object that follows the top of the beam. If the additional object hits the explosion is created and the beam continues. To make the additional object not take up any data use an itr/kind: 9. http://www.lf-empire.de/content/view/155/137/1/9/lang,en/ RE: Frame 3001,02,03,04 - vktewari - 08-15-2008 Thanks Lauli. I also had that idea and I have finished with it. RE: Frame 3001,02,03,04 - Silverthorn - 08-15-2008 wow, I wrote a page about that and then I found out that the solution can be much simpler... :P What you need to do first is splitting the sprites up, into beam and into beam-top (basically the content of the red box you drew). Your character doesn't directly shoot a beam, but a dummy object. This dummy object will create the beam-front-thingy and then and then the beam-object. Now we have three objects. The first one behaves like the beam (watch for the centerx-values), the second one is a steady image of the front of the ball, and the thirs is that dummy. The only purpose of the dummy is to create new beam-tips every time the frames change. That sounds difficult but it isn't. You could actually take the beam-frames, copy them, and use them as a basis for the dummy, jsut replace any frame content with one opoint. Thus, your dummy works in the same rhythm(?) like beam. The beam-tip will disappear after the beam changes, so copy the wait-value from the beam into the front-thingy and write a next: 1000. The only thing you have to pay attention to are the coordinates where the front thingy will appear. Hope you understand what I mean Edit: Dang, and now I'm even to late :P RE: Frame 3001,02,03,04 - vktewari - 08-15-2008 Thanks BP. But there's an even simpler way. It just came to my mind. But all the characters have to be modified. But since this is to be used in a mod it is easy. I just have to use an effect: 3 because I am not using the Frozen frames of the characters. So I'll just add an itr with effect: 3 to the beam. And in the frozen frames for every character I will opoint an explosion. The beam will explode on hitting the opponent. As simple as that. RE: Frame 3001,02,03,04 - Lauli - 08-15-2008 The only thing that has to be modified are the sounds, but I think that's not a problem either BUT, I'd still let the frozen frames unmodified, because MAYBE you need them for something else, more important... |