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Snakes o_O
#1
Can anyone teach me to make snakes?
the will come out of the ground,
crawl around for sometime and then go back into the ground.(get deleted)
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#2
hm, should be a bit more specific:

1. do you want this as move for a character, as effect for everywhere or as effect in stage?
2. how should these snakes look? Should they follow the chars which is... a bit difficult from graphics, should they just go forward on a line and then disappear...

need details :p
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#3
MH-Razen Wrote:hm, should be a bit more specific:

1. do you want this as move for a character, as effect for everywhere or as effect in stage?
2. how should these snakes look? Should they follow the chars which is... a bit difficult from graphics, should they just go forward on a line and then disappear...

need details :p

char attack.
and also planning to create scorpions in stage.
so yeah,
both
but char is more important atm.


chaseing is preferred but if it is VERY hard then read on,
go in a straight line for say 3 secs,
bury a hole in the ground,come back behind opponent,and sting,
and then go underground and get deleted.
if hits during first 3 secs, will bury and get deleted.
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#4
hm, chasing will be hard for snails (cause of the tail), not for scorpions (a single image should be enough here) - just create an attack with hm, lemme see... with hit_Fa: 3 (no y-axis move and react on next)
http://www.lf-empire.de/content/view/166/149/lang,en/

If you create this attack you need to have a hit_Fa: 7 before as far as I remember...
http://www.lf-empire.de/content/view/124/123/lang,en/

hm, enough for you or need some more to know?
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Don't dream your life, live your dream!
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#5
won't hit_Fa: 14 be alot easier? o_0

anyways so

"go in a straight line for say 3 secs,
bury a hole in the ground,come back behind opponent,and sting,
and then go underground and get deleted.
if hits during first 3 secs, will bury and get deleted. "

If its just a straight line then don't bother with chasing...Just make a ball go foward for 3 seconds, then make it teleport with a negative next so it goes behind the opponent, attack, then just next 1000.

And for the hits during hte first 3 seconds, make the frames for the 3 seconds state 3000, and the rebounding frames have the a next: 1000 so it gets destroyed if its hit
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