Thanks 
Yeah I arranged the files that way so its easy to remove from the game if you don't want this stand-alone char anymore. I don't like having to manually search data and sprites to clear everything.
1) Because character's walk is usually a bit slow, and I've had trouble with the framing because there are only 3 walking sprites but 5 walking frames. I don't know what to do to make it less awkward. As for running, sure I'll take liberties and make the frame rate faster.
2) I'll change it then. Its currently at wait 1 and uses the hurt crouch sprite as I intended it to be used with the move after death. I wanted to replicate the mercy invincibility when you take damage.
3) I know. I'll make the crouch have the actual state 15 instead of state 0 then so it'd be more polished for LF2.
4) Alright, I'll make one. There are two existing sprites that can make a nice grab and punch.
I have tried using state 100 (louis thunderpunch) and mix with frame 94, but state 100 will cause the character to stop moving in mid-air if dvx and dvy are 0. So I'm kinda at a loss.
I originally wanted to make the character unable to flip as well, but setting the rowing values to 0 just makes the character fall straight down.
2) My aim is to upgrade all the whip attacks. What I'm thinking of is to make DJA opoint a k8 ball that sticks to the character with an unreachable itr. Whenever the character attacks, the ball will catch a hidden bdy and change the character's usual attack into the upgrade. I'm not too worried about the y-axis atm since I could just give the hitbox a sufficiently high height to compensate for the player jumping. As for limitation, I'm hoping to make it lost either by timer or getting knocked down.

Yeah I arranged the files that way so its easy to remove from the game if you don't want this stand-alone char anymore. I don't like having to manually search data and sprites to clear everything.
(02-21-2014, 08:50 PM)Blue Phoenix Wrote: * Running seems static (increase the framerate on that one).Here is a beginner's Castlevania 1 gameplay. That should give some context.
* Laying on ground extremely short. AI usually walks away while you're on ground but here, it doesn't really get enough time to do that and you're almost instantly under fire again.
* Can't go to dash from the jump-frames.
* Can't grab.
1) Because character's walk is usually a bit slow, and I've had trouble with the framing because there are only 3 walking sprites but 5 walking frames. I don't know what to do to make it less awkward. As for running, sure I'll take liberties and make the frame rate faster.
2) I'll change it then. Its currently at wait 1 and uses the hurt crouch sprite as I intended it to be used with the move after death. I wanted to replicate the mercy invincibility when you take damage.
3) I know. I'll make the crouch have the actual state 15 instead of state 0 then so it'd be more polished for LF2.
4) Alright, I'll make one. There are two existing sprites that can make a nice grab and punch.
(02-21-2014, 08:50 PM)Blue Phoenix Wrote: * The fact that rolling is now an offensive move kind of threw me off-guard (or did it throw the AI off-guard? We'll never know...). Personally, I think that some sort of evasive skill is necessary, and that's usually the aforementioned rowing.Noted. I can't make a convincing roll with the sprites, so I'll probably use the flipping for it but make it appear to be jumping backwards.
(02-21-2014, 08:50 PM)Blue Phoenix Wrote: * Flipping after getting knocked out does an unreasonable air-jump and I still land in the lying-frames.I wanted to simulate the getting knocked back effect when you take damage in Castlevania, complete with the invincibility, while at the same time I want this character to be able to suffer from the LF2 injury states.
I have tried using state 100 (louis thunderpunch) and mix with frame 94, but state 100 will cause the character to stop moving in mid-air if dvx and dvy are 0. So I'm kinda at a loss.
I originally wanted to make the character unable to flip as well, but setting the rowing values to 0 just makes the character fall straight down.
(02-21-2014, 11:45 PM)YinYin Wrote: 1) ID 3 has a blank AI. Maybe you should rather consider writing custom AI instead of aiming to use an ID twice.1) Ah crap, Kate LF2 has deceived me! AI scripting eh? That's new, I'll look into it once the data itself is done.
2) I suppose itr kind 8 may be too frickle for that (dynamic change in y direction for example doesn't really work well with it - even though I don't yet know how clunky the controls are so it may not be impossible). Is this supposed to be limited somehow?
2) My aim is to upgrade all the whip attacks. What I'm thinking of is to make DJA opoint a k8 ball that sticks to the character with an unreachable itr. Whenever the character attacks, the ball will catch a hidden bdy and change the character's usual attack into the upgrade. I'm not too worried about the y-axis atm since I could just give the hitbox a sufficiently high height to compensate for the player jumping. As for limitation, I'm hoping to make it lost either by timer or getting knocked down.
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