05-24-2012, 07:16 AM
Ah, didn't think about that. Yeah your method is better.
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Teleport to a target in midair
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05-24-2012, 07:16 AM
Ah, didn't think about that. Yeah your method is better.
05-24-2012, 07:23 AM
What about first teleporting to the character, then running (staying invisible for 1-2 frames) a few test itr/k: 8's (or whatever works best) with different y-values to get it's height and have them lead to different frames with the dvy's that work for that specific height? Might be a little buggy, though.
A perfect solution would be:
teleport to the opponent using state 400. make the char go up by a negative dvy. a wide itr kind: 8 will make him go to the frame where there is a dvy: 550 to stop the movement when it touches the opponent. And then, the char will be pushed back a lil bit by a negative dvx. Graphical explanation (Click to View) ![]() A-Engine: A new beat em up game engine inspired by LF2. Coming soon A-Engine Dev Blog - Update #8: Timeout Thanks given by: Pisstachio
05-24-2012, 08:19 AM
haha yes these two would work - good stuff
reapers is faster tho but limited by the amount of areas you can have inside one frame while yours can be more accurate but you need at least one time unit to scan for each position - thus its not instant best thing would of course be combining both - few frames for a fast execution but as many itrs as you can fit into all of them but is it worth all the trouble? Pisstachio in what situation do you exactly want to use this? will the opponents height vary a lot during the time your character can teleport to him? would it be bad to miss by teleporting to the wrong height? i mean if such things require good timing that only makes the character interesting instead of spot on hits that never miss their target Thanks given by: Marko pro , Pisstachio
05-25-2012, 05:42 AM
(05-24-2012, 08:19 AM)YinYin Wrote: haha yes these two would work - good stuff Well, we have our own reasons, YinYin. But I can tell you that it's more than just simply teleporting like that, there's more to it. Can't touch me.
05-25-2012, 12:15 PM
(05-25-2012, 05:42 AM)Pisstachio Wrote:so what is it, tell us more???!!(05-24-2012, 08:19 AM)YinYin Wrote: haha yes these two would work - good stuffWell, we have our own reasons, YinYin. But I can tell you that it's more than just simply teleporting like that, there's more to it. ![]() MY LIVE_STREAM PROFILE: http://www.livestream.com/markopro MY SPRITE THREAD: http://www.lf-empire.de/forum/thread-7162.html
05-26-2012, 11:33 AM
(05-25-2012, 12:15 PM)Marko pro Wrote:(05-25-2012, 05:42 AM)Pisstachio Wrote:so what is it, tell us more???!!(05-24-2012, 08:19 AM)YinYin Wrote: haha yes these two would work - good stuffWell, we have our own reasons, YinYin. But I can tell you that it's more than just simply teleporting like that, there's more to it. Well, it's about an object I'm trying to create. It's job is to go to you or your team mates, and protect them by firing objects out of the user's kill-zone. I was planning to turn it into a weapon at first, but then that would mean that the user won't be able to pick up objects...or worse (the opponent team gets the weapon, and uses it). So, therefore, it is now to be an object that TELEPORTS to you, or your team mates, and do it's job. BUT, the problem here now is when the user JUMPS, the object disappears, and the move is now useless. And that is what I'm planning to do, so, thanks, everyone for all your insights into this, you guys helped me a lot, even though I haven't really started on it yet ('cause I've been busy, lately). But don't worry, I'll start on it as soon as I'm done with some things. Can't touch me.
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