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[solved] ItrKind8
#1
I want to make one of my characters taunt when they stand for a while. I checked the 'Raymon' example on LFE.
My problem is why doesn't the itrkind8 hit?
Here's the codes:
Character:
Code:
<frame> 0 standing
   pic: 0  state: 0  wait: 5  next: 1  dvx: 0  dvy: 0 centerx: 72  centery: 159  hit_a: 0  hit_d: 0  hit_j: 0  hit_Da: 240
   bdy:
      kind: 0  x: 54  y: 79  w: 33  h: 80
   bdy_end:
<frame_end>
<frame> 1 standing
   pic: 1  state: 0  wait: 5  next: 2  dvx: 0  dvy: 0  centerx: 72  centery: 159  hit_a: 0  hit_d: 0  hit_j: 0  hit_Da: 240
   bdy:
      kind: 0  x: 54  y: 79  w: 33  h: 80
   bdy_end:
  opoint:
   kind: 1  x: 72  y: 159  action: 200  dvx: 0  dvy: 0  oid: 208  facing: 0
  opoint_end:
<frame_end>
<frame> 2 standing
   pic: 2  state: 0  wait: 5  next: 3  dvx: 0  dvy: 0  centerx: 72  centery: 159  hit_a: 0  hit_d: 0  hit_j: 0  hit_Da: 240
   bdy:
      kind: 0  x: 54  y: 79  w: 33  h: 80
   bdy_end:
   bdy:  
      kind: 0  x: 35  y: 1079  w: 10  h: 10
   bdy_end:
   itr:  
      kind: 8  x: 72  y: 2543  w: 5  h: 5  dvx: 240  injury: 0  
   itr_end:
<frame_end>
<frame> 3 standing
   pic: 0  state: 0  wait: 5  next: 4  dvx: 0  dvy: 0  centerx: 72  centery: 159  hit_a: 0  hit_d: 0  hit_j: 0  hit_Da: 240
   bdy:
      kind: 0  x: 54  y: 79  w: 33  h: 80
   bdy_end:
    bdy:  
      kind: 0  x: 35  y: 1079  w: 10  h: 10
   bdy_end:
   itr:  
      kind: 8  x: 72  y: 2543  w: 5  h: 5  dvx: 240  injury: 0  
   itr_end:
<frame_end>
<frame> 4 standing
   pic: 1  state: 0  wait: 5  next: 2  dvx: 0  dvy: 0  centerx: 72  centery: 159  hit_a: 0  hit_d: 0  hit_j: 0  hit_Da: 240
   bdy:
      kind: 0  x: 54  y: 79  w: 33  h: 80
   bdy_end:
   bdy:  
      kind: 0  x: 35  y: 1079  w: 10  h: 10
   bdy_end:
   itr:  
      kind: 8  x: 72  y: 2543  w: 5  h: 5  dvx: 240  injury: 0  
   itr_end:
<frame_end>

<frame> 398 Ray Ball
   pic: 1  state: 0  wait: 5  next: 2  dvx: 0  dvy: 0  centerx: 72  centery: 159  hit_a: 0  hit_d: 0  hit_j: 0  hit_Da: 240
   bdy:
      kind: 0  x: 72  y: 2543  w: 5  h: 5
   bdy_end:
<frame_end>
Ball:
Code:
<frame> 200 Ball
   pic: 999  state: 3000  wait: 30  next: 201  dvx: 550  dvy: 550  dvz: 550  centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 201 Ball
   pic: 999  state: 3000  wait: 1  next: 1000  dvx: 550  dvy: 550  dvz: 550  centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
  itr:  
   kind: 8  x: 35  y: 1079  w: 10  h: 10  dvx: 202  injury: 0  
  itr_end:
<frame_end>


<frame> 202 Ball
   pic: 999  state: 3000  wait: 30  next: 203  dvx: 550  dvy: 550  dvz: 550  centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 203 Ball
   pic: 999  state: 3000  wait: 2  next: 1000  dvx: 550  dvy: 550  dvz: 550  centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
  opoint:
   kind: 1  x: 0  y: 0  action: 398  dvx: 0  dvy: 0  oid: 5  facing: 0
  opoint_end:
<frame_end>

I really don't understand how the ball doesn't hit. Can someone explain.
[Image: variaboss.png]
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#2
Make same y: in ball and in character, lets see what will happen.
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#3
Still doesn't work.
[Image: variaboss.png]
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#4
why not just make like 20 frames for standing?
Like 12 for standing then 8 for taunt or something.
(I don't know about itr kind 8) so that's the only way I can solve your problem.
(does the taunt have any special features (DBZ - drops enemies ki bar - Smash Bros. - just for fun)
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#5
centery: 159 <> centery: 0

make these match
or adjust the y of either bdy or itr
or adjust the y of the opoint
or simply make either bdy or itr bigger

if it really is neither of those then your x values are wrong too

in any way if it doesn't work either one of the two frames isn't present when the other one is (check this by giving them specific images you cannot miss)
or the areas don't line up
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#6
Yeah it worked YinYin, Thanks. I changed everything to x:72 y:159

(08-30-2011, 07:06 PM)bashscrazy Wrote:  why not just make like 20 frames for standing?
Like 12 for standing then 8 for taunt or something.
(I don't know about itr kind 8) so that's the only way I can solve your problem.
(does the taunt have any special features (DBZ - drops enemies ki bar - Smash Bros. - just for fun)
You read my mind.
I'm doing this One Piece game, and I haven't got a method of charging mp, I was playing Dbz and saw them taunt. Them BAM! The idea hit me, taunt to gain mp.
[Image: 2cfcwv4.gif]
I think it's pretty cool.

Btw, he moves down a little. Do I have to move the itrkind8 up in order to get it to function better?

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#7
(08-30-2011, 09:23 PM)Madara Uchiha Wrote:  Btw, he moves down a little. Do I have to move the itrkind8 up in order to get it to function better?

yes
hit_j: 49
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#8
Which frame do I add that to? I just experimented with it a little, and it still doesn't seem to work.
Here's the ball frame:
Code:
<frame> 4 Aokiji
   pic: 999  state: 3005  wait: 40  next: 5  dvx: 550  dvy: 550  dvz: 550  centerx: 72  centery: 159  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 5 Aokiji
   pic: 999  state: 3005  wait: 1  next: 1000  dvx: 550  dvy: 550  dvz: 550  centerx: 72  centery: 159  hit_a: 0  hit_d: 0  hit_j: 0
  itr:  
   kind: 8  x: 35  y: 1079  w: 10  h: 10  dvx: 6  injury: 0  
  itr_end:
<frame_end>


<frame> 6 Aokiji
   pic: 999  state: 3005  wait: 0  next: 7  dvx: 550  dvy: 550  dvz: 550  centerx: 72  centery: 159  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 7 Aokiji
   pic: 999  state: 3005  wait: 1  next: 1000  dvx: 550  dvy: 550  dvz: 550 centerx: 72  centery: 159  hit_a: 0  hit_d: 0  hit_j: 0
  opoint:
   kind: 1  x: 72  y: 159  action: 398  dvx: 0  dvy: 0  oid: 8  facing: 0
  opoint_end:
<frame_end>

If I remember correctly, the lower the Hit_j: the more it moves up right?
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#9
so somewhere before frame 7 you need to move up 1 px
hit_j: 49

try it in frame 6
if it doesn't work try using wait 1 instead of 0 or using it in a frame behind a next instead of the previous itr kind 8

edit: yes
hit_j: 50 or 0 doesn't move at all
49 moves 1 px up per frame
51 moves 1 px down per frame
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#10
Thanks, I perfected it. It was hit_j: 47
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