02-04-2013, 07:30 PM
Ow sorry, seems I forgot a name there ^^' Thanks for the answer.
@static variables:
If creating Arrays is possibe, there is a simpler solution: Creating a basic map.
Implement two static Arrays, the first contains a number of 'num's, the second one the associated value, write a function
int getValueFor (int num)
and done.
@Area detection:
Guess I will proceed with my previous code then, exspecially since
@fps usage:
this doesn't seem to be an issue at all.
@Basic id-ai:
Meh... means it will take more then otherwise necessary debugging for characters whose id() I override. Will post a checklist once I'm done with recreating it, so you at least have a base frame of 'necessary functions' for an id().
@turn-able states:
I'm not sure whether jumping actually works, could be frame-hardcoded as well. Will have to check that.
Regarding state 5, one can't turn middash, accordingly it's not part of my searched solution.
Je, state 7 won't work outside of defense frames (which is a major part of Dokum's complex defense, as D automatically jumps to 110, but I need multiple frames for the entire defense, preventing him from turning).
@static variables:
If creating Arrays is possibe, there is a simpler solution: Creating a basic map.
Implement two static Arrays, the first contains a number of 'num's, the second one the associated value, write a function
int getValueFor (int num)
and done.
@Area detection:
Guess I will proceed with my previous code then, exspecially since
@fps usage:
this doesn't seem to be an issue at all.
@Basic id-ai:
Meh... means it will take more then otherwise necessary debugging for characters whose id() I override. Will post a checklist once I'm done with recreating it, so you at least have a base frame of 'necessary functions' for an id().
@turn-able states:
I'm not sure whether jumping actually works, could be frame-hardcoded as well. Will have to check that.
Regarding state 5, one can't turn middash, accordingly it's not part of my searched solution.
Je, state 7 won't work outside of defense frames (which is a major part of Dokum's complex defense, as D automatically jumps to 110, but I need multiple frames for the entire defense, preventing him from turning).
Ramond edited this post 02-04-2013 08:34 PM because: |
You're wrong on turnable states, one can turn middash (as long as you don't attack). The problem with using states 4 and 5 is that when you press attack, the char will go to the respective attack frame (jump_attack or dash_attack). Otherwise I'm pretty sure state 4 does allow turning around, regardless of frame number... |
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