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Screen Activity Pause
#1
Well Here's another problem. While executing an attack I want all screen activity to pause. Please help me to do that.
[Image: iQKrlcDUzuVgIsDYwKFmT.gif]
My new character VK.
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#2
press F1 to pause normally and F10 to pause without the pause sign.

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[Image: chelseafcfancopyta4.jpg]
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#3
If you don't care about the pause-logo, press F2 directly after your pressed the input for your attack. Press F2 again to move foward one TU. Pretty usefull if you want to study attacks precisely :)
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

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

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#4
Think you don't get it. I want not to study the attacks. I want the all characters on the screen to stop moving while executing the attack to make it look nice. That's a DC question.
[Image: iQKrlcDUzuVgIsDYwKFmT.gif]
My new character VK.
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#5
Delete the bdy of the char and make a state: 18 object that permanently (Really permanently) hits other characters with a negative fall. That way the characters would stop moving aswell as all other balls that have a bdy.
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#6
(08-16-2008, 08:52 AM)vktewari Wrote:  Think you don't get it. I want not to study the attacks. I want the all characters on the screen to stop moving while executing the attack to make it look nice. That's a DC question.

Seems so that I didn't get it :P
anyways, this here could help ya ;)
clicky
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

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

» Gallery | » Sprites | » DeviantArt
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#7
Well Here's the move
Code:
<frame> 260 kamehameha
   pic: 74  state: 3  wait: 5  next: 261  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 200
   bdy:
      kind: 0  x: 30  y: 18  w: 28  h: 60
   bdy_end:
   bdy:
      kind: 0  x: 23  y: 35  w: 37  h: 24
   bdy_end:
<frame_end>

<frame> 261 kamehameha
   pic: 74  state: 3  wait: 5  next: 262  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 38  y: 53  action: 100  dvx: 0  dvy: 0  oid: 301  facing: 0
   opoint_end:
<frame_end>

<frame> 262 kamehameha
   pic: 74  state: 3  wait: 100  next: 263  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 263 kamehameha
   pic: 74  state: 3  wait: 5  next: 264  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 38  y: 53  action: 60  dvx: 0  dvy: 0  oid: 303  facing: 0
   opoint_end:
   bdy:
      kind: 0  x: 30  y: 18  w: 28  h: 60
   bdy_end:
   bdy:
      kind: 0  x: 23  y: 35  w: 37  h: 24
   bdy_end:
<frame_end>

<frame> 264 kamehameha
   pic: 75  state: 3  wait: 35  next: 265  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 360  y: 47  action: 0  dvx: 0  dvy: 0  oid: 303  facing: 0
   opoint_end:
   bdy:
      kind: 0  x: 39  y: 19  w: 21  h: 61
   bdy_end:
   bdy:
      kind: 0  x: 51  y: 34  w: 26  h: 16
   bdy_end:
<frame_end>

<frame> 265 kamehameha
   pic: 75  state: 3  wait: 5  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 27  y: 17  w: 31  h: 63
   bdy_end:
<frame_end>
And here's the ball:
Code:
<frame> 100 pause
   pic: 1000  state: 18  wait: 100  next: 1000  dvx: 0  dvy: 0  centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: -5000  y: -999  w: 999999  h: 99999  dvx: 0  dvy: 0  fall: -1 vrest: 1 bdefend: 100
   itr_end:
   bdy:
      kind: 0  x: -5000  y: -999  w: 999999  h: 99999
   bdy_end:
<frame_end>
But the effect is not as desired. The opponents keep shaking. And eventually they fall down.
[Image: iQKrlcDUzuVgIsDYwKFmT.gif]
My new character VK.
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#8
In the itr an zwidth: 999 is missing. And if opponents still fall down you need to try something else...
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#9
I have noticed that they fall down when in the first frame of dashing they are hit.
[Image: iQKrlcDUzuVgIsDYwKFmT.gif]
My new character VK.
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#10
oh, I think this is because of the source code. When they are in this particular frame, their defense is 0, and regardless of the fall-value, they'll be knocked out. Dunno if there is any possibility to prevent that, though....

The shaking is caused by the itr itself. It's definately not designed to block others, especially kind: 0 :P
What you could also try is to change the itr to kind: 14, sometimes it works and sometimes not...
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

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

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