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dont think of something general for all chars, think of a move/feature that differs from char to char.
like make some attacks fuse when they meet each other from different teams.
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08-23-2010, 05:08 PM
(This post was last modified: 08-23-2010, 05:15 PM by Whaat.)
(08-23-2010, 05:03 PM)Bamboori Wrote: dont think of something general for all chars, think of a move/feature that differs from char to char. Well dodge move would differ but only at pics  but that dodge move still could be awsome becouse i could add it almost evrywhere, like, you can make it in the middle of Davis´ run_a if Julian´s soul bomb is coming xp
(08-23-2010, 05:03 PM)Bamboori Wrote: like make some attacks fuse when they meet each other from different teams. Sorry but don´t get your idea  i suck at English.
E. Or do you mean smthing like this?
Davis and Firen ball meet, boom, there will be colors from both of them and some kind of explosions?
![[Image: example.jpg]](http://i764.photobucket.com/albums/xx286/Whaat-/example.jpg)
Too much for my DC skills, or atleast, i should make all possibilities for Davis_ball VS. ??? Ball and that for all chars = 100 things to make?
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yep. or like woody tigerdashes into davis' dp, resulting in.... something epic :P
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08-23-2010, 05:20 PM
(This post was last modified: 08-23-2010, 05:20 PM by Whaat.)
(08-23-2010, 05:15 PM)Bamboori Wrote: yep. or like woody tigerdashes into davis' dp, resulting in.... something epic :P Well your idea really is epic but i can´t do that xp or it can even be impossible :/ atleast at the moment i don´t have any answers in my mind for ´how to make it?´.
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(08-23-2010, 05:08 PM)Whaat Wrote: Too much for my DC skills, or atleast, i should make all possibilities for Davis_ball VS. ??? Ball and that for all chars = 100 things to make?
Firen, Freeze, John, Davis(, Dennis, though you could set Davis and Dennis balls equal)
Everyone going to quote this because of "balls" GTFO!
These are 4 different balls. If you account them not reacting against theirselves (no special effect for davis vs davis ball) there is a total of SIX Special effects you would have to design...
6 =!= 100 :P
Just cause "hit" balls to spawn a special body T0 which is able to react to the opponents one, identifys it's kind and blah, effect. ^^'
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08-25-2010, 04:45 AM
(This post was last modified: 08-25-2010, 11:12 AM by Whaat.)
(08-24-2010, 06:32 PM)Alblaka Wrote: (08-23-2010, 05:08 PM)Whaat Wrote: Too much for my DC skills, or atleast, i should make all possibilities for Davis_ball VS. ??? Ball and that for all chars = 100 things to make?
Firen, Freeze, John, Davis(, Dennis, though you could set Davis and Dennis balls equal)
Everyone going to quote this because of "balls" GTFO!
These are 4 different balls. If you account them not reacting against theirselves (no special effect for davis vs davis ball) there is a total of SIX Special effects you would have to design...
6 =!= 100 :P
Just cause "hit" balls to spawn a special body T0 which is able to react to the opponents one, identifys it's kind and blah, effect. ^^' Haard but i will take a look at it after school :/ atleast i can try.
E. Too hard. 
E2. Now making new move for Deep, shouldn´t take long.
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08-25-2010, 11:48 AM
(This post was last modified: 08-25-2010, 11:48 AM by Alblaka.)
Now, come on...
Add an opoint to the 11, 21, 31 (and 41, if it's there) frames of the "clash"able balls.
This opoint summons a T0 (character) with a wait: 2 and next: 1000. The character frame includes pic: 1000 (no pic), state 3005 (no shadow) to make him nearly.invisible (only com logo will be displayed).
Now, you take some body-numbers for all of these balls... like
1000000 for Firen
2000000 for Freeze
3000000 for John
4000000 for Davis/Dennis
5000000 for DELETE (you'll see)
Now, the Special body for Firens ball contains
-a bdy with y: 1000000 and height: 1000 (you could actually take any value which is smaller then 1000000 and bigger then 500, but i always use 1000 and it works fine always)
-Some itr/kind:8's
--- y: 2000000 & height: 1000 with a dvx: *** leading to a frame displaying the Firen-Freeze Clash
--- y: 3000000 & height: 1000 with a dvx: *** leading to a frame displaying the Firen-John Clash
--- y: 4000000 & height: 1000 with a dvx: *** leading to a frame displaying the Firen-Davis/Dennis Clash
--- y: 5000000 & height: 1000 with a dvx: *** leading to a frame with wait:0/next:1000 (disappear)
-In this "clash" frames the Special bdy has NOT it's usual (for Firen it's 1000000) body anymore, but always a 5000000 body (I'll explain this later) and summons some bling-effects and whatever you want... Then the body disappears with next: 1000
Now, how does this work?
Let's say, Freezes ball clashes with Firens ball.
In that moment... Aw, FUUUU... if Freezes ball clashes with another ball, it will cause the other ball to be rebounded as freezeball, too 
... Uhm...
Scrap Freeze...
Firen vs Davis ball!
Now, both balls collide, enter frames like 10/20 or 30 (hit, hitting, rebound) and move via next to 11/21/31. In these frames, they summon a "character". This character has a special bdy on his own and "searches" for other special bodys (the other clashed balls body). If firen's special-ball-body now "finds" Davis' ones, it will react, causing it to jump to a *** frame. Here, it will have the 5000000 body. This body will make the Davis-special-ball-body disappear (since it will react to the 5000000 with disappearing).
The only thing left now is the Firen-special-ball-body (no, wait, it should be Firen-ball-special-body... nvm) which just entered the *** frame and will summon/create/blahrg the clash animation.
Case solved.
If you STILL didn't understand it... hope is futile...
Good luck :P
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08-25-2010, 11:55 AM
(This post was last modified: 08-25-2010, 02:37 PM by Whaat.)
(08-25-2010, 11:48 AM)Alblaka Wrote: Now, come on...
Add an opoint to the 11, 21, 31 (and 41, if it's there) frames of the "clash"able balls.
This opoint summons a T0 (character) with a wait: 2 and next: 1000. The character frame includes pic: 1000 (no pic), state 3005 (no shadow) to make him nearly.invisible (only com logo will be displayed).
Now, you take some body-numbers for all of these balls... like
1000000 for Firen
2000000 for Freeze
3000000 for John
4000000 for Davis/Dennis
5000000 for DELETE (you'll see)
Now, the Special body for Firens ball contains
-a bdy with y: 1000000 and height: 1000 (you could actually take any value which is smaller then 1000000 and bigger then 500, but i always use 1000 and it works fine always)
-Some itr/kind:8's
--- y: 2000000 & height: 1000 with a dvx: *** leading to a frame displaying the Firen-Freeze Clash
--- y: 3000000 & height: 1000 with a dvx: *** leading to a frame displaying the Firen-John Clash
--- y: 4000000 & height: 1000 with a dvx: *** leading to a frame displaying the Firen-Davis/Dennis Clash
--- y: 5000000 & height: 1000 with a dvx: *** leading to a frame with wait:0/next:1000 (disappear)
-In this "clash" frames the Special bdy has NOT it's usual (for Firen it's 1000000) body anymore, but always a 5000000 body (I'll explain this later) and summons some bling-effects and whatever you want... Then the body disappears with next: 1000
Now, how does this work?
Let's say, Freezes ball clashes with Firens ball.
In that moment... Aw, FUUUU... if Freezes ball clashes with another ball, it will cause the other ball to be rebounded as freezeball, too 
... Uhm...
Scrap Freeze...
Firen vs Davis ball!
Now, both balls collide, enter frames like 10/20 or 30 (hit, hitting, rebound) and move via next to 11/21/31. In these frames, they summon a "character". This character has a special bdy on his own and "searches" for other special bodys (the other clashed balls body). If firen's special-ball-body now "finds" Davis' ones, it will react, causing it to jump to a *** frame. Here, it will have the 5000000 body. This body will make the Davis-special-ball-body disappear (since it will react to the 5000000 with disappearing).
The only thing left now is the Firen-special-ball-body (no, wait, it should be Firen-ball-special-body... nvm) which just entered the *** frame and will summon/create/blahrg the clash animation.
Case solved.
If you STILL didn't understand it... hope is futile...
Good luck :P Okay, it still seems unclear, but i will try, maybe i first try smthing easy like firen_ball has the same effect freeze_ball has :/ and after that smthing more interesting.
Anyways thanks for so big tut. 
E. Haard  " seems like i´m not able to do it :/
E2. I also decided that ´dodge´ move isn´t a good idea, instead of it fixing some bugs with already made attacks.
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08-26-2010, 04:04 PM
(This post was last modified: 08-26-2010, 04:14 PM by Whaat.)
Okay, new things again:
New random pic:
![[Image: random.jpg]](http://i764.photobucket.com/albums/xx286/Whaat-/random.jpg) Turned out pretty good :/
I have also made ´flameline´ and ´clap´ moves for Firen, vids coming soon.
E. Firen flameline:
I´m going to change that ´creating´ animation, at the moment it´s just from normal firen sprite sheets :/
And it is NOT ´everlasting´ and go to the end of the map, it´s kinda that long that vid. shows.
Clap:
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some improvments:
The "Random" is not readable
The edges of the actual ? should be more visible.
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