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[mod]Little Fighter 2- The Final Return
(06-04-2010, 09:35 AM)Phil Wrote:  guys, you are starting to just chat with each other.
oliver, please use constructive criticism and not "its stupid" or just sent him a pm with your "kind" of criticism.
forgetlatios, i would advise you to not respond on his messages all the time if he uses this more or less offending kind of criticism. I hope you get the point ;)

then i'll ignore him.. Twisted

anyway... people, i need ideas... now i kinda have this list...

woody: julian-like teleport
firzen: newly sprited beam with spiralling red and blue... tho i kinda wanna needa know... if it twists round and round... then how do i make the hitting and rebounding and hit sprites? D:
julian: cloning(lol i dunno what to do with the 10 hp when opointed thing... :D)
monk: facepalm!!! :D(or maybe i make 2 monks, and one of them called ignorant monk)
justin: D>A sprites, shooting out a explosion in > direction
sorcerer: dunno yet...
hunter: uhh... maybe a weaker super arrow?
bandit: nope.
davis: i'm probably gonna make something similar to CE for dragon punch, but DvA will be a very long line of punches... :D
dennis: D>J will be something like a... whirlwind... yea... but thats so unoriginal so i dunno yet. D^A will be a beam. yea... beams...
freeze&firen: more power comes from weapons. F.E, freeze's normal running gets ice columns off the back, firen's D>A shoots 2 instead of 1 fireball, etc.
rudolf: :s i need something like a dash to replace D>J
john: shield holds on with ik8. i'll make it passable to anyone by making it uhh... without special bdys. gotta edit everyone's rowing tho, for whirlwind.
henry: i think he'll be just really cool... :P tails on arrows everywhere(maeby?)

btw: ROFL PHIL after you posted, everyone's reading... man...
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(06-04-2010, 09:51 AM)forgetlatios Wrote:  julian: cloning(lol i dunno what to do with the 10 hp when opointed thing... :D)

3 ways:

1. Opoint an id:5 (Rudolph, only 10 hp when opointed) in frame xyz. This frame (in rudolphs datafile) contains a state 8xxx transformation to the char you want as clone (Julian in this case).

2. Create the clone and then hit him with state:18+itr/kind:0+injury:490 on a special-bdy.

3. Summon a T3, give it a frame with wait:0 and hit_a:490 and afterwards a state:8xxx transformation to the char you want as clone (Julian in this case).
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erm, doesn't have julian the same id-related hp thingie? like his clones also have only 15 hp or so?
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yeah julian's clones only have 10hp or so. test the game if you don't believe us.
what about melee/illusion attack for justin? that'd be great.
or for rudolf: epic ninja attack! (he teleports to someone and creates some epic ninja effects like slashes or so)
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(06-04-2010, 10:22 AM)Alblaka Wrote:  
(06-04-2010, 09:51 AM)forgetlatios Wrote:  julian: cloning(lol i dunno what to do with the 10 hp when opointed thing... :D)

3 ways:

1. Opoint an id:5 (Rudolph, only 10 hp when opointed) in frame xyz. This frame (in rudolphs datafile) contains a state 8xxx transformation to the char you want as clone (Julian in this case).

2. Create the clone and then hit him with state:18+itr/kind:0+injury:490 on a special-bdy.

3. Summon a T3, give it a frame with wait:0 and hit_a:490 and afterwards a state:8xxx transformation to the char you want as clone (Julian in this case).

they're right... you know?

and you do know i know all thre of the above methods and one more...
4. Opoint an id:52 (Julian, only 10 hp when opointed) in frame xyz. This frame (in julians datafile) contains a state 8xxx transformation to the char you want as clone (Julian in this case, although it may seem totally lame and pathetic since he's already julian).

btw: any more reviews...?
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General overview:
Dennis: DvJ really good used cpoint, it (dis)enables to continue the attack.
D>A Not bad, too, but the IDEA isn't very original.
Freeze:
Not much changed here, but the coolest thing is that whirlwind.
Firen:
Fire sword. Blah. Everyone get it in their mods these days :)
I'd suggest "fire paralyze" instead of the flames. Look: (Click to View)
Rudolf: Ehm... Really cool throwing stars?
Henry: D>J looks like he's gonna shoot MULTIPLE arrows... Argh...
John: Best levitation I've seen! Good job!
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(06-05-2010, 12:19 PM)SirisRhazael Wrote:  General overview:
Dennis: DvJ really good used cpoint, it (dis)enables to continue the attack.-haha lulz. used ik8. allows limited range teleportation. or dashing.
D>A Not bad, too, but the IDEA isn't very original.
Freeze:
Not much changed here, but the coolest thing is that whirlwind.-meh... lacking ideas. tho i'm working on ice run when normal running while holding ice sword
Firen:
Fire sword. Blah. Everyone get it in their mods these days :)
I'd suggest "fire paralyze" instead of the flames. Look:-lol i cant see the code on my phone due to diasabled scrolling. tho i guess ik8, fall: 20, and stuff. also removed it cuz it takes soo long to select-scroll.
btw @rudolf stars: lemme guess... hit ground. not bounce. D: fixed. :P
@arrows: i'm lazy. will fix. :P
and uhh... @levitation: i meight add some kool effects. i dunno.
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vFire sword
Ok, code:
itr:
kind: 0 x: 12 y: 16 w: 49 h: 47 dvx: 8 fall: 70 bdefend: 16 injury: 40 effect: 2
itr_end:
As I said. Paralize and burn enemies.
forgetlatios Wrote:haha lulz. used ik8
I could swear it was cpoint :)
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ok. how about this.
firen dash attack--> burn himself. :D freshness OVER SPARTA.
btw can anyone help...?
as (almost) everyone doesnt know, frames 9-11 always have a wait value specified up in the bmp part. so most have a wait of 3 aka 4 TUs. thus, if i made freezes ice sword opoint out ice columns in frame xxx(on hand frame), he will opoint out 4. i was wondering, since the wait value between each opoint is 0, and will always be the same object, could i opoint out something with state: 8xxx, which hits the untransformed(state 3005) and thus creating 2 objets, oncw again hitting each other to finally create a ice column? or does alb/nave/bp/mh/anyone have a better idea?
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add columns on the rowing animation (with sword on if you want, but sword off would be cooler)
you know like, he rolls, hit ground with power and a column adds extra protection (kinda strategic move)
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