First things first, i'm connected to internet from my mobilephone so i can't send you images... The idea is coming: first prepare the sprites of platform. Then make it summoned by someone. The main idea is this: make the chars that you wanted to make them walk; change all the dvy values to 550 except jump and dashing etc. Then give to the platform a catcher ball. Catcher ball: it always stays in same place and it catches every char and makes them crouch action. So when your char jumps on that ball; stays on air! And he can walk on everywhere that catcher ball leave him. But we want the char that can only walks on platforms. Then i thought that too: cover your platform with non hurting sonata of death by 4 itr's. So when your char move out of the platform, he falls down i will give the dat-sprite studie on this sunday!
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Finally! Multiple platforms that you can walk on them!
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07-12-2011, 06:20 PM
won't work, alot of people tried this before, even more advanced than your theory... the only kind of working platform system is used in NTSD II but thatone required hex-editing, I doubt you can do it with pure datachanging only
Thanks given by: mfc
07-12-2011, 07:55 PM
(07-12-2011, 06:20 PM)TheNave Wrote: won't work, alot of people tried this before, even more advanced than your theory... the only kind of working platform system is used in NTSD II but thatone required hex-editing, I doubt you can do it with pure datachanging only Tell me why my idea won't work. I don't have the chance to try it until saturday but i just want you dcers to find my "lacks" of this idea.
07-12-2011, 08:01 PM
the main flaw is, if your char has a state 1, that means, is walking, and is NOT on the ground, it will Always automatically change to frame 212 (simple jumping frame), and it's also not affected by any dvy: 550
Thanks given by: qwertz143
Are you sure? Because it breaks all my plans... I would suppose to guess that it won't be easy like that. I won't send any posts before trying and successing anymore...
So, i want to ask something: what is this ground thing is exactly? Is it all is in exe? Can't we bend this ground. I've seen the MH-LF2's study about it but I mean all these walking, running etc states need to be depended to the ground? There must be another way... Oh... I've just made a search and i've seen that all that i thought was already thought... And solution was the Silva again... Making new states is just his work... I'm wondering if i can mess with all rarara.dll and make new states that allows me to do what i want... Thanks given by: YinYin
07-15-2011, 06:43 AM
Well, I think we can do it if we make a special jump looping activated by a next.the next frame will have positive dvy with a suitable number of frames after it.this will leave frame 212 free.
now we can change the wait in frame 212 to 0 and make the next go to a specific frame that has a dvy 550. I hope this works. A-Engine: A new beat em up game engine inspired by LF2. Coming soon A-Engine Dev Blog - Update #8: Timeout
07-15-2011, 07:13 AM
frame 212 has too many required hard coded specials to do that
it will always perform the jump movement noted in the bmp header when activated (while the x and z component are optional depending on your key input - this is a very rare feature in your data) and its one of the few frames that allows you to turn around if you ditch these features for the normal jump of every character you basically break the game - it will be unplayable or very very static and boring favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves
07-15-2011, 12:51 PM
(07-12-2011, 08:17 PM)xmfcx Wrote: Oh... I've just made a search and i've seen that all that i thought was already thought... And solution was the Silva again... Making new states is just his work... I'm wondering if i can mess with all rarara.dll and make new states that allows me to do what i want... you can, you can create fake standing, walking and running frames with those states, it's exactly how we did it in ntsd II, it's still hell load of work to make it work correctly... Thanks given by: A-Man
07-15-2011, 05:01 PM
(07-15-2011, 12:51 PM)TheNave Wrote:(07-12-2011, 08:17 PM)xmfcx Wrote: Oh... I've just made a search and i've seen that all that i thought was already thought... And solution was the Silva again... Making new states is just his work... I'm wondering if i can mess with all rarara.dll and make new states that allows me to do what i want... Revolutions are never easy. I've just started to learn assembly. I will do my best. Thanx for everything
07-15-2011, 08:53 PM
well that part of the revolution was already done (lots of new states and data)
a new revolution would hexing new platforms that dont require new states or data and thus work nativley with the original files favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves
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