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[Char] Quote
#11
uhh... ^^' i am forced to look at data
...
...
...
(check back in few minutes)
finished. U EBUL U USED STATE 0 IN ROCKET SUMMONING FRAMES D:<

for the mp costing:
make the laser a type 4, thus bringing the char to the "throwing" frames where he actually loses e.g. 16 mp
rocket--> type 1 and so on, or make it a heavy weapon and speed can change. like. magic.
[Image: UB2.gif]
FrozenFiren|Devid|Sprites

News of the day 19th Sep 10: Someone's back on track
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#12
(06-18-2010, 06:40 AM)forgetlatios Wrote:  uhh... ^^' i am forced to look at data

You might want to download it first. Remember, I updated it? I said so...?
Also... You're looking at the data? Uh oh, good luck. You might need a snorkel.

EDIT@^^: So? I don't see the problem with that. I subscribe to the philosophy that if it works, then it's fine.
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#13
uhh... state 0 makes the char respond to ^v<> thus causing him to go to walking frames and cancelling attack.
[Image: UB2.gif]
FrozenFiren|Devid|Sprites

News of the day 19th Sep 10: Someone's back on track
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#14
*Facepalm*

Got it. Thanks. Now, any ideas on making weapon attacks cost mp? I'd like the different weapons he summons to cost different amounts of mp. And using an itr to just make it reduce his mp wouldn't help much.

EDIT: Okay, making one of them a type 4 solves the problem of differentiating between them, but it doesn't help me make the moves cost mp at all.
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#15
(06-18-2010, 06:56 AM)Jed37 Wrote:  EDIT: Okay, making one of them a type 4 solves the problem of differentiating between them, but it doesn't help me make the moves cost mp at all.

Give the char a special bdy on his weapon_attacking frames.
Then make the weapons catch the char and bring him to different sets of weapon attack frame (each different weapons sends him to a different set). In these sets in the second frame there is a negative mp-tag.

Solved? ^^
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#16
Awesome. Thanks, Alblaka, that was genius. Alright, I'm almost done fixing the character.
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#17
if you don't mind, i messed around with the data, and, with the rocket launcher as a heavy weapon i managed to get mp reduction without ik3... although atm i need to fix some opoints and... then you don't mind if i post it here right? ^^
[Image: UB2.gif]
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News of the day 19th Sep 10: Someone's back on track
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#18
Actually, I just fixed it, without any itrk3 anyway, thanks to Alblaka's idea. Post it if you will, but it works swimmingly now. I suggest you download it ;)
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#19
(06-17-2010, 05:50 AM)Ragor Wrote:  Ah... First time I saw him was in Gang Garrison 2 (Demake of Team Fortress 2 :D) Then, while reading the wiki, I found out he and that other guy are in Cave Story. Nice of you to make him :P

Same place where i saw him first the character in Gang Garrison 2 you get him when pressing Q in the class selection.

This character is kinda weasome actually. He kinda reminds me of Ash from Pokemon. :D

~RtXaS~
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#20
Now that Quote's working so well, I made Balrog as a side project. It's a really basic character, only two moves. Press attack to charge forward; his jump causes damage on the way down. You can press jump again in midair to fly. It works best as a boss or support character... The AI plays it pretty well.

[Image: Untitled1-2.jpg]

Also, I smoothed out the jetpack flight for Quote. Now it takes some time to overcome inertia. Professor Booster would be proud. Anyone care to test and comment?

Now the only thing left to figure out is why the itrk8 causes Quote to move down one pixel on the Z-axis whenever he fires the rocket luncher...
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