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temporary transformation
#11
@Blue Phoenix: Totally right so far, but dont agree with alternate method for the backtransformer to stay where the first transform happened and stretch over the screen for two reasons:

1. If you want to hide the shadow you use state 3005, which means that computer controled enemies still "see" this as enemy and will attack the air in this region
2. If you want to avoid this you have to use the Lying State (14, right!?) - but then you'll see a shadow.

And actually to send a new exe where Maybe state 3005 and 14 arecombined.... nah, that's to much effort in my opinion...
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#12
My problem with the huge area is that chances are pretty high then that, if another char transforms, those two things will interfere...

You could actually place an object about 200px out of bound, so this could solve the shadow problem (of course, the coordinate-values would look kinda crooked^^). But I'd still prefer a state: 3005 14... that could solve many problems... or even better... 3005 14 1280... so that the com-logo would disappear :)
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

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#13
im just going to stick with this code
<frame> 74 transform
pic: 999 state: 3005 wait: 125 next: 75 dvx: 0 dvy: 0 centerx: 40 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>

<frame> 75 transform
pic: 999 state: 18 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 40 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: -9999 y: 1 w: 999999 zwidth: 9999 h: 50 dvx: 0 vrest: 1 bdefend: 100 injury: 0 effect: 5
itr_end:
<frame_end>

edit: is it possible to make characters hidden like you cant chosse them at the start menu
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#14
hold on, hold on, hold on...
itr(k: 0)?! But... why? what you need is actually itr(k: 8). And, btw, if you use a fullscreen are... make the y-value something like 1000 (instead of 1, other computer players could interfere with such a low value), and add a zwidth: 9999

and, partially no, you can't hide them. This is again id-specific stuff, and Silva hasn't found it completely yet. You can just cheat-hide them.
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

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#15
okay and okay thanks but i might have more uqestions
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#16
Ok, I came back from Uni, my practicum is done now (have to write protocolls tomorrow, ok, this is work for three hours or so and have a pre-lesson for C++ Coding where I look forward too, but ok...) and I felt like coding this since it's interesting...

Ok, first of all you have to change both your characters so you can transform into them with state 8000 without any errors. If you didnt modify your char yet you can use the files from my Random Criminal Project, if you changed or made a new char you have to modify it yourself, Here you find informationj about how to do this.

Next you have to create the move in your Char A (here: Bandit) where the Transform starts, I noted the hit_ja: 300 in standing, walking and defence like normal, the move itsself look like this:
Code:
<frame> 300 temp-trans
   pic: 0  state: 3  wait: 1  next: 301  centerx: 39  centery: 79
<frame_end>
<frame> 301 temp-trans
   pic: 0  state: 3  wait: 1  next: 302  centerx: 39  centery: 79
   opoint: #act backtransformer
      kind: 1  x: 79  y: 39  action: 350  dvx: 0  dvy: 0  oid: 30  facing: 0
   opoint_end:
<frame_end>
<frame> 302 temp-trans
   pic: 0  state: 8052  wait: 1  next: 999  centerx: 39  centery: 79
<frame_end>

Nothing special so far, just a move where you opoint the backtransformer and then transform. Now you have to modify CHar B 8here Julian) where you transform into.
I added an bdy in every frame so the backtransformer can stay with the char while using itr/kind 8

Code:
bdy: #placecorrection for backtransformer
      kind: 0  x: -5000  y: 1000  w: 10000  h: 500
   bdy_end:

you can easily do this while using editors which automatically do this. I used Edit Pad Pro and replaced
Code:
<frame_end>
by
Code:
bdy: #placecorrection for backtransformer
      kind: 0  x: -5000  y: 1000  w: 10000  h: 500
   bdy_end:
<frame_end>

Then I attached the itr which should activate the backtransform of CHar B when the backtransformer itsself changes from normal-chasing-char-b to start-transformback, I attached this to standing, walking, running, the heavy-weap frames and defend if I didn't forgot anything:

Code:
itr: #start transformback
      kind: 8  x: -5000  y: 2000  w: 10000  h: 500  dvx: 350  injury: 0  zwidth: 500
   itr_end:

You see the dvx leads to frame 350, there's the backtransform.
Code:
<frame> 350 transformback
   pic: 0  state: 3  wait: 2  next: 351  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 81
   bdy: #delete backtramsformer ONLY if backtransform is started
      kind: 0  x: -5000  y: 3000  w: 10000  h: 500
   bdy_end:
<frame_end>
<frame> 351 transformback
   pic: 0  state: 8030  wait: 1  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 81
<frame_end>

Nothing special again, this bdy there is on y: 3000, it's a mechanism to guarantee that the backtransformer will not be deleted when the transformback-move is not started yet...

Now for the backtransformer itsself:
Code:
<frame> 350 backtransformer
   pic: 1000  state: 3005  wait: 300  next: 351  dvy: 550
   itr: #placecorrection
      kind: 8  x: -5000  y: 1000  w: 10000  h: 500  dvx: 350  injury: 0  zwidth: 500
   itr_end:
<frame_end>


<frame> 351 backtransformer
   pic: 1000  state: 3005  wait: 1  next: 352  dvy: 550
   itr: #placecorrection
      kind: 8  x: -5000  y: 1000  w: 10000  h: 500  dvx: 351  injury: 0  zwidth: 500
   itr_end:
   bdy: #start transformback
      kind: 0  x: -5000  y: 2000  w: 10000  h: 500
   bdy_end:
<frame_end>
<frame> 352 backtransformer
   pic: 1000  state: 3005  wait: 1  next: 351  dvy: 550
   itr: #delete backtramsformer ONLY if backtransform is started
      kind: 8  x: -5000  y: 3000  w: 10000  h: 500  dvx: 353  injury: 0  zwidth: 500
   itr_end:
<frame_end>

<frame> 353 delete backtransformer
   pic: 1000  state: 3005  wait: 0  next: 1000
<frame_end>

in frame 350 the backtransformer (use bt now) just chase the char b with the itr/kind 8 which reacts on the bdy we added to every frame.
THen when the wait is counted down he moves to frme 351, there you find the bdy which should tell the char B he should transform back now, placecorrection is just for sure he makes a dash in the moment or so, where he cant transform back yet...
The bt switches between two itr/kind 8 all the time - one for placecorrection, one for delete in case the backtransform started. THerefore the wait in the frame 350 of CHar B should be 2 so the bt will definitly be deleted. Well, then when delete-itr-kind8 ois activated he goes to a delete-frame. I once used dvx: 1000 but had trouble in some situations, so I porefer this now...

Ok, that's all, attached a study ex and moved to advanced...
lol, did I write to much!?

Yes, and I dare to edit your post for double posting!!! *muahuahua*
btw, thanks, snorsorbet, for mentioning that :)
~Blue Phoenix


Lol, actually after I saw his post I thought of moving my and his post to disposal myself - but this works, too :p

But I won't let you use the move-to-disposal-thingy, as long as I have mod-status, I'll edit, merge and discard posts mercylessly, regardless of who wrote them... *very evil laughing*
~Blue Phoenix :D


Attached Files
.zip   StudyEx_Type0_TemporaryTransform.zip (Size: 48.76 KB / Downloads: 79)
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