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[solved] Uppercut attacks fly too much!!!
#1
English Version / Versão em Inglês
Portuguese Version / Versão em Português
needing a HEXer .-.
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#2
Simple error:
If you hit something, your own char will "lag" for at least one frame (if he hits multiple characters, it can even take more frames). But with this lag, the frame (and it's dvy) will used longer then usual planned. Therefore your character will longer "get accelerated into the air" (i guess you have a dvy: -xx)
I have same problem with one of my attacks, i guess a special state can stp that bug. Like Davis' Singlong or Woody's Tiger Dash. There this buc doesn't occurs...

I don't have a good solution for you, but in my problem i simple redone the attack a bit and turned the bug into an intended feature ^^
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Greetz,
Alblaka
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#3
itr:
kind: 0 x: 26 y: 31 w: 29 h: 43 dvx: 0 dvy: 0 fall: 70 arest: 3 bdefend: 50 injury: 75 effect: 0
itr_end:

alblaka told most stuff - the solution is a vrest, add a vrest: 5 and it should be fine...
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#4
Just for you to notice: you don't need to post the Portuguese version, this is an English-speaking community, so bla.

As Alblaka already stated, this problem is common amongst DCers, I've had that one, too. You have two possibilities to choose from:
1.) Get used to it and improvise =P
2.) Change the dvx/y-values in the itr and/or change the arest: 3 to some bigger value and/or change arest to vrest. And if those all do not help, change the dvy: -5 (which is in the frame that causes the prob) to 0 and instead edit a dvy at the beginning of that sequence. This will definitely solve that prob.
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#5
Quote:Just for you to notice: you don't need to post the Portuguese version, this is an English-speaking community, so bla.
I know that, but since i'm brazillian and i would like to help other brazillian DCers, i make the two versions.

Well, i've tried all of your sugesttions, but no one o them seemed to work properly =/
Anymore sugesttions?
needing a HEXer .-.
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#6
here's a "solution" thing.

if you notice in all of lf2's original characters, let's take davis' D^A for example (since you're also doing an uppercut). All the frames that he has an itr in, the dvx: and dvy: are 0. but the next frame has no itr, but has values for dvx/y. then the next frame has another itr, and again, dvx/y are 0. trick is to make sure every in-between movement frame doesn't last too long so that the enemies will get hit soon.

arest/vrest stuff are just making the "delay" for you being able to hit the enemies again longer. i.e. if you have arest/vrest 1, and you use the above method (alternate frames with itr or dvx/y), you would be able to hit the enemies on every alternate frame if they are in range, plus various details (meaning if they are falling, your itr must have a vector sum* of at least 10).

*vector sum - the sqrt of (dvx^2 + dvy^2), rounded down i think.



Azriel~
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#7
:thumbs up: 
Problem solved, thanks to Azriel for his advices and his Frame Maker!!!

Here's the move with the solution:

Code:
<frame> 248 Fire_Punch
   pic: 84  state: 18  wait: 1  next: 249  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0  mp: 50
   bdy:
      kind: 0  x: 30  y: 40  w: 20  h: 40
   bdy_end:
   itr:
      kind: 0  x: 26  y: 31  w: 29  h: 49  dvx: 0  dvy: 0  fall: 70  vrest: 10  bdefend: 50  injury: 75  effect: 2
   itr_end:
<frame_end>

<frame> 249 Fire_Punch  <----- DUMMY FRAME, USED TO MOVE THE CHAR
   pic: 50  state: 3  wait: 0  next: 250  dvx: 0  dvy: -15  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   sound: data\knux\Knux_GroundAttack2.wav
<frame_end>

<frame> 250 Fire_Punch
   pic: 85  state: 18  wait: 3  next: 251  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   sound: data\067.wav
   bdy:
      kind: 0  x: 30  y: 40  w: 20  h: 40
   bdy_end:
   itr:
      kind: 0  x: 37  y: 26  w: 21  h: 55  dvx: 3  dvy: -5  fall: 70  vrest: 10  bdefend: 50  injury: 75  effect: 2
   itr_end:
<frame_end>

<frame> 251 Fire_Punch
   pic: 86  state: 18  wait: 2  next: 252  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 30  y: 40  w: 20  h: 40
   bdy_end:
   itr:
      kind: 0  x: 25  y: 27  w: 34  h: 44  dvx: 3  dvy: -5  fall: 70  vrest: 10  bdefend: 50  injury: 75  effect: 2
   itr_end:
<frame_end>

<frame> 252 Fire_Punch
   pic: 87  state: 18  wait: 3  next: 999  dvx: 0  dvy: 550  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 30  y: 40  w: 20  h: 40
   bdy_end:
   itr:
      kind: 0  x: 21  y: 28  w: 33  h: 26  dvx: 3  dvy: -5  fall: 70  vrest: 10  bdefend: 50  injury: 75  effect: 2
   itr_end:
<frame_end>

<frame> 253 Fire_Punch
   pic: 87  state: 3  wait: 5  next: 999  dvx: 0  dvy: 550  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 30  y: 40  w: 20  h: 40
   bdy_end:
<frame_end>
needing a HEXer .-.
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#8
I'd use state: 19, coz state: 18 hurts teammates as well.




Azriel~
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#9
is there anyway to make the char temporally immune against fire? Because in this move, almost all the times i'm burned too =/
needing a HEXer .-.
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#10
state: 19 in all the frames.



Azriel~
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