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Teleporter Machine v0.4 (teleporter_weapon.dat bug has been fixed)
#11
Can we get a video? :)
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#12
(08-06-2011, 08:22 PM)Gad Wrote:  Can we get a video? :)

Sorry but I can't upload a video cuz i dont have time right now but maybe later...
Try Downloading :) U wont be disappointed:)
Video added for Gad:D - Look at the first post:p
[Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg]
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#13
You are amazing dude.I saw the video and it showed that everything works so well.If there would be still the rep system,+1 for that.
I cant try it now,because i dont have LF2 here,but i will try it when i will arrive in home.

Also this needs to be added in mainsite!
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#14
It can be released anymore...
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#15
weapons
i guess theres not much you can do about them (except maybe break them / push them far off)
but right now thats one point that doesnt seem right
most weapons drop from the sky where the character was (which may be ok for the col effect you got)
but boulders just reappear out of nowhere

why did you need to implement this into a woody who is now a broken hidden character?

what i really like about it is that the direction of the teleported character is preserved
maybe you could use this fact to move the green and red areas together into one spot that does both
by pushing the character out into the direction he is facing when he reappears so he does not teleport right back
because i think 4 spots for a simple back and forth teleportation is a bit too much
it makes the whole thing look like two one way teleporters instead of one two way teleporter
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#16
(08-19-2011, 06:43 PM)YinYin Wrote:  weapons
i guess theres not much you can do about them (except maybe break them / push them far off)
but right now thats one point that doesnt seem right
most weapons drop from the sky where the character was (which may be ok for the col effect you got)
but boulders just reappear out of nowhere
For both "light weapons and heavy weapons" I can give every-char in the game "two new caught frames" for teleporting but it's tooooo much work :P And unsuitable for this project...

why did you need to implement this into a woody who is now a broken hidden character?
For perspective summoning; It's necassary to waste a char... Because chars are the only way to reach ground...
Oh! What did I say?! Sorry I'm fighting with myself:P
I will change this wasting-char thingy with a weapon! (just popped up in my head)
It's better to make it summoned by weapon instead of a poor woody:O

Oh!again... For z and y-placing;weapons are possible but for x-placing; Some char frames are needed...:(
And for itr/k8; we need com's and char wasting is needed for it too:(
Because weapons cant stop when they touch into sides of screen.


what i really like about it is that the direction of the teleported character is preserved
maybe you could use this fact to move the green and red areas together into one spot that does both
OK I'll create just two spots with orange color:D (It was a quick reaction from inside me)
Oh! But that couln't be possible...
Because If you teleport a char into an another teleporter; It teleports back and back and back...P
It's why I need Red ones...


by pushing the character out into the direction he is facing when he reappears so he does not teleport right back
I didn't understand what u mean here:(

because i think 4 spots for a simple back and forth teleportation is a bit too much
it makes the whole thing look like two one way teleporters instead of one two way teleporter


In this case I'm taking my RELEASED back:D
Thank you YinYin for criticizing this...
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#17
(08-19-2011, 09:56 PM)xmfcx Wrote:  Because weapons cant stop when they touch into sides of screen.
weapons disappear when they touch the side of the screen - this allows you to make them drop an object they held with wpoint at this position -> it's as if the held object stopped there just like a character would
best thing is that this also works in stage mode where enemys can go beyond the background sides, but weapons can't
(08-19-2011, 09:56 PM)xmfcx Wrote:  Oh! But that couln't be possible...
Because If you teleport a char into an another teleporter; It teleports back and back and back...P
It's why I need Red ones...
Quote:by pushing the character out into the direction he is facing when he reappears so he does not teleport right back
I didn't understand what u mean here:(
is it not possible to push the character away from the orange spot before he gets teleported back again?

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#18
(08-20-2011, 06:06 AM)YinYin Wrote:  
(08-19-2011, 09:56 PM)xmfcx Wrote:  Because weapons cant stop when they touch into sides of screen.
weapons disappear when they touch the side of the screen - this allows you to make them drop an object they held with wpoint at this position -> it's as if the held object stopped there just like a character would
best thing is that this also works in stage mode where enemys can go beyond the background sides, but weapons can't
I've never tried to give a w-point to a weapon:D I'll try that. It's gonna be fun...

(08-20-2011, 06:06 AM)YinYin Wrote:  is it not possible to push the character away from the orange spot before he gets teleported back again?
OK I'll do my best...

In this case YinYin; Is it possible to leave a char from c-point in a certain frame?
I mean dropping the char.
I can only drop the char into "lying frames or jumping frames":(
I know that I can do it by editing chars but for example: I want my "ball which caught the char" to drop the char in "char's standing frames". But I don't want to add any extra frames to char...
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#19
yes its possible to do that but it will only work properly for chars of the same height (79 because most have that)
julian and knight will cause problems
basically because using a vaction that doesnt have a cpoint will act as if its cpoint is at x: 0 y: 0
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#20
(08-19-2011, 06:43 PM)YinYin Wrote:  because i think 4 spots for a simple back and forth teleportation is a bit too much
it makes the whole thing look like two one way teleporters instead of one two way teleporter
Firstly; Before changing the summoning style; I changed my project in this way.
There is just 2 orange spots in teleporter.

Here is a video:
http://s1131.photobucket.com/albums/m543...er_v03.mp4

Here is another video:
http://s1131.photobucket.com/albums/m543...r_v03a.mp4

Here is the download: CLICKY

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(08-19-2011, 06:43 PM)YinYin Wrote:  by pushing the character out into the direction he is facing when he reappears so he does not teleport right back
(08-19-2011, 06:43 PM)xmfcx Wrote:  I didn't understand what u mean here:(
Now I understood the problem.
Here is the problem what you talking about:
Video:
http://s1131.photobucket.com/albums/m543...r_v03b.mp4

It is because of itrk3. It's different "that coming from left and right directions" for itrk3.
And I don't know if it's fixable...

-----------------------

So, Let's talk about the weapon based summoning style:
I've changed so many things:P
teleporter_com is destroyed by me with the help of YinYin.
But the placers(two type0 object frames) moved to deep.
There are problems...

Here is the buggy_weapon_based tele-machine download: CLICKY

There are two new weapons instead of teleporter_com:
1) teleporter_weapon (It holds the teleporter_weapon2)
2) teleporter_weapon2 (It is held end it calls the teleporter machine when it's dropped)


Whats Happening For Summoning?

1) deep calls (teleporter_ball) from y: -1000 with punching. (It's for easy debugging.)
2) (teleporter_ball) calls (teleporter_weapon) with a "dvx: 999" . Then (teleporter_ball) disappears.
3) (teleporter_weapon) quick drops. And reaches ground. And summons a (teleporter_weapon2) which it's gonna hold.
*4) (teleporter_weapon)It goes to right of the screen.
5) When it goes so far; it disappears and drops the (teleporter_weapon2) which it held.
6) When (teleporter_weapon2) is dropped; it calls the teleporter machine!:D


The problem is this:
in #4 step;

If I give a dvx: 6; it happens:
http://s1131.photobucket.com/albums/m543...e_slow.mp4

If I give a dvx: 500; it happens:
http://s1131.photobucket.com/albums/m543...e_fast.mp4


Help Meeeee!!!
(08-20-2011, 10:43 AM)YinYin Wrote:  yes its possible to do that but it will only work properly for chars of the same height (79 because most have that)
julian and knight will cause problems
basically because using a vaction that doesnt have a cpoint will act as if its cpoint is at x: 0 y: 0

I'll try it.
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