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[char]Trunks!! *13th-Feb UPdate*
#21
(01-05-2013, 04:29 AM)farhantirrien Wrote:  I think you both are right~
So I should decrease the amount of damage and increase amount of mp usage?

If every attack needs like 200+ mp, chances are that the player won't execute any attack. How about having a few stronger ones that do cost a large amount of mp and one or two weak attacks that are fairly cheap (think of the generic D>A-attack of most main chars)?
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

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#22
(01-05-2013, 10:28 AM)Blue Phoenix Wrote:  
(01-05-2013, 04:29 AM)farhantirrien Wrote:  I think you both are right~
So I should decrease the amount of damage and increase amount of mp usage?

If every attack needs like 200+ mp, chances are that the player won't execute any attack. How about having a few stronger ones that do cost a large amount of mp and one or two weak attacks that are fairly cheap (think of the generic D>A-attack of most main chars)?

(Sorry for late reply)
Can you please explain "chances are that the player won't execute any attack" means?
Plus, I've already reduced the damages.. the character is 85% finish, but I still have the problem with the transformation.
(I've already tried bashcrazy's transformation tut, didn't work correctly) :\

this is (normal) Trunks' data
Code:
<bmp_begin>
name: Trunks
head: sprite\sys\trunks_f.bmp
small: sprite\sys\trunks_s.bmp
file(0-69):    sprite\sys\trunks_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-139):  sprite\sys\trunks_1.bmp  w: 79  h: 79  row: 10  col: 7
file(140-209): sprite\sys\trunks_2.bmp  w: 79  h: 79  row: 10  col: 7
file(210-279): sprite\sys\trunks_3.bmp  w: 79  h: 79  row: 10  col: 7
file(280-281): sprite\sys\trunks_beam.bmp w: 143 h: 79  row: 1  col: 70

and this is (SSj)Trunks'
Code:
<bmp_begin>
name: SSjTrunks
head: sprite\sys\SSjtrunks_f.bmp
small: sprite\sys\SSjtrunks_s.bmp
file(0-69):  sprite\sys\SSjtrunks_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-139):  sprite\sys\SSjtrunks_1.bmp  w: 79  h: 79  row: 10  col: 7
file(0-69):  sprite\sys\SSjtrunks_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-139):  sprite\sys\SSjtrunks_1.bmp  w: 79  h: 79  row: 10  col: 7
file(140-189): sprite\sys\SSjtrunks_2.bmp  w: 79  h: 79  row: 10  col: 5
file(190-207): sprite\sys\SSjtrunks_3.bmp  w: 98  h: 98  row:  6  col: 3
file(140-189): sprite\sys\SSjtrunks_2.bmp  w: 79  h: 79  row: 10  col: 5
file(190-207): sprite\sys\SSjtrunks_3.bmp  w: 98  h: 98  row:  6  col: 3
file(208-210): sprite\sys\SSjtrunks_4.bmp  w: 129 h: 129 row:  1  col: 3
file(208-210): sprite\sys\SSjtrunks_4.bmp  w: 129 h: 129 row:  1  col: 3

when the number of sprites pass 140, it's suppose to be add with another 140,right?
Like this one below vvv

Code:
<frame> 240 ball1
   pic: 280 state: 3  wait: 1  next: 241  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 10
   wpoint:
      kind: 1  x: 40  y: 50  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 241 ball1
   pic: 281 state: 3  wait: 1  next: 242  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 41  y: 50  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 242 ball1
   pic: 282 state: 3  wait: 1  next: 243  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 40  y: 50  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 243 ball1
   pic: 283 state: 3  wait: 0  next: 244  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\048.wav
   wpoint:
      kind: 1  x: 38  y: 50  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 244 ball1
   pic: 284 state: 3  wait: 0  next: 246  dvx: 0  dvy: 0  dvz: 0  centerx: 30  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 90  y: 43  action: 0  dvx: 0  dvy: 0  oid: 230  facing: 0
   opoint_end:
   wpoint:
      kind: 1  x: 30  y: 50  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 245 ball1
   pic: 285 state: 3  wait: 1  next: 246  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 38  y: 50  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 246 ball1
   pic: 286 state: 3  wait: 1  next: 266  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 247  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 40  y: 50  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

[skip the other frame]

<frame> 266 ballend
   pic: 280 state: 3  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 39  y: 50  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

Okay, I'll try my best to explain my situation here..
When the normal trunks transform into ssj, the sprites is not correct~
I mean, when the SSjtrunks(which is transformed from the normal trunks),blast a fireball(frame 240), he's invisible, but when the original SSjtrunks does it(frame 240), it went okay..
Help me, please....! :'(


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#23
yeah i posted the same prob but no one helped
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#24
You still have the +140 pic problem pending.
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#25
Sorry for double posting, but, guys!
How do I make when the ball touches the ground,it explodes?
Cause I'm still making the Finish Buster.. I mean, the move is finish, but there's still some problem~

-When Trunks throws the ball(finish buster) and it hit someone, it exploded and take some damage~
but when someone HIT the ball, it explodes BUT doesn't take any damage~~
Help me, PLEAAAASEEE~~~~ :'(

(i'll make the GIF if you guys don't understand what I'm trying to say)
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#26
yah pls make it
goku the legandary super saiyan

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#27
Finish Buster :-

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#28
your .gif doesn't seem to work sorry :/
also this is really cool character, can't wait to try it out! good job
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#29
yah i cannot see images sorry
goku the legandary super saiyan

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#30
(01-24-2013, 10:09 AM)Emaan Ashraf Wrote:  yah i cannot see images sorry

Mehh, it's okay, maybe this is the only character with a few glitch, aha! :s
Anyway, he's finish(I guess) :D
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