04-12-2008, 03:47 PM
That was my idea, too... hold on...
*Lightbulb goes on*
I have the idea!!!!!!!!!
You have some extra-frames in an existing character. These run on state: 15 (I don't really know, if we can simulate a facing-change, like if he turns from left to right, with state: 5) because state: 15 doesn't have any movement, and as long as you don't put inputs there, the character won't accept any key inputs.
All righty, now, we need a second object, that'll align itself with the character via itr (k: 8), and will force the character to go to these frames any time he is done with an attack. Therefore, we need an additional layer (ex. y: 2000), where that forcing-thingy acts. Now, for the character: we need a frame, that loops (ex. <f> 350). Now, in frame 350, there will be all the inputs for the attacks, like in frame 0 written. The only thing is, that hit_d and hit_j have to be 0 (so that our guy doesn't defend himself or jump). In frame 0 we need a new itr ad a new bdy. The bdy is responsible for the alignment of the forcing-thingy, whereas the itr (k: 8) will react to the bdy of the other object. Btw, since the forcing-thingy needs to be a character, too, you can just put it in our character as <f> 351 and make it run on state: 14.
I'm not really sure if that works with just <f> 0, maybe you also need to copy those two tags to <f> 1, 4, 5, 8, 9. If the character moves in any special attacks, be sure to include the bdy, so that the forcing-thingy will align itself with the character.
That explains my method pretty much. I just hope, at least a second person understands my concept. I have no time to write any code right now, I'll have to go to an academics-contest.......
*Lightbulb goes on*
I have the idea!!!!!!!!!
You have some extra-frames in an existing character. These run on state: 15 (I don't really know, if we can simulate a facing-change, like if he turns from left to right, with state: 5) because state: 15 doesn't have any movement, and as long as you don't put inputs there, the character won't accept any key inputs.
All righty, now, we need a second object, that'll align itself with the character via itr (k: 8), and will force the character to go to these frames any time he is done with an attack. Therefore, we need an additional layer (ex. y: 2000), where that forcing-thingy acts. Now, for the character: we need a frame, that loops (ex. <f> 350). Now, in frame 350, there will be all the inputs for the attacks, like in frame 0 written. The only thing is, that hit_d and hit_j have to be 0 (so that our guy doesn't defend himself or jump). In frame 0 we need a new itr ad a new bdy. The bdy is responsible for the alignment of the forcing-thingy, whereas the itr (k: 8) will react to the bdy of the other object. Btw, since the forcing-thingy needs to be a character, too, you can just put it in our character as <f> 351 and make it run on state: 14.
I'm not really sure if that works with just <f> 0, maybe you also need to copy those two tags to <f> 1, 4, 5, 8, 9. If the character moves in any special attacks, be sure to include the bdy, so that the forcing-thingy will align itself with the character.
That explains my method pretty much. I just hope, at least a second person understands my concept. I have no time to write any code right now, I'll have to go to an academics-contest.......
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~
"Freeze, you're under vrest!" - Mark, probably.
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~ Breaking LFE since 2008 ~
"Freeze, you're under vrest!" - Mark, probably.
» Gallery | » Sprites | » DeviantArt