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standwhirlslash or so??read first than expllain plz
#21
so why dont you take firen_exp if you did not change the sprites??? :/

btw, the dvy thingy:
dvy: -16 is the jumping height, so i would use dvy: -21 or sth like this for your move!^^
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#22
(08-27-2008, 02:48 PM)Hypermodder Wrote:  so why dont you take firen_exp if you did not change the sprites??? :/

btw, the dvy thingy:
dvy: -16 is the jumping height, so i would use dvy: -21 or sth like this for your move!^^
Why cause I am a silly guy XD
Which move do you mean I have problems with the tornado and the destroyer mov so plz more definating
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#23
negative dvy makes your char go up

positive dvy makes your char go down

If you want your char to jump up, use negative dvy

If you want your char to jump forward, use positive dvx along with your negative dvy

If you dont understand me, say so
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#24
(08-27-2008, 05:29 PM)Drahcir Wrote:  negative dvy makes your char go up

positive dvy makes your char go down

WTF? :confused:
Did marti and starski hack every PC on earth to change their exe?rolleyes Twisted :p

Even if you are in the standing frames you'll fly up with a negative dvy, and if you use postive dvy you 'll break the move and go into the croch-frames!
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#25
yay tnx to all I am more confused than ever ..... :confused: hmmm that seems not to be that good :O ........ CRAP! :sad:
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#26
Ok, here's the most simple method i can think of:
In the bmp part of your character, give a bmp file:
file(##-##): sprite\sys\whirlwind.bmp [or whatever the name is] x, y, blah blah blah

Then in the frame of the move, give the number of the whirlwind pics, plus dvx and dvy ( i can't help you with this, if you're so confused, try testing different numbers)

And some further "translation" (in case you don't understand my bad English): Instead of creating a whirlwind and moving with it, you TURN into a whirlwind, and move along with it.
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#27
ah ok I kow what u mean I just skip the whirlwind exe and let my char look like a whirlwind and hit em all right that would be much easier... :p :D
At least one thing I understand and think that I can do that.. gotta release it here soon and then at projects...

BUT:Who can help me with blackwargreymon I still dont know why the destroyer move shows so low under ground...
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#28
(08-30-2008, 07:44 PM)yakub Wrote:  BUT:Who can help me with blackwargreymon I still dont know why the destroyer move shows so low under ground...

if there is an opoint, you'll probably need to lower the y-value (ie. from y: 100 to y: 30). If it's just a normal frame, take smaller centery-values (ie. centery: 99 to centery: 79).
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#29
Its just julians col attack (a "little"bit overpowered )
but somehow the sprite seems to be on wrong place anyway I`ll try to fix it....
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#30
yes, if you copied the move from julian's data, try to change the y-axis in opoint to y: 79 (for normal character)
If your character is bigger than a normal character, y-axis should be exactly like the number in centery: ## (don't have the code here, hope you know what i mean :D )
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