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Templates that never blink or fall
#1


How would you accomplish this?
Challenge: the characters may not twitch/fall/land repeatedly after death.
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Thanks given by: LutiChris
#2
I wanted to do something like this for LFM, perhaps you remember.
The blue spectres; they got hit by a ridiculously huge negative fall value at the start, so they don't get knocked out.

So, negative fall value and maybe just linking the falling frames to some alternate death animation would do the trick.

However, I have the suspicion, that this is not how it's done. Looking at the video, maybe it has something to do with jump frames or something something state: 4?
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#3
(12-07-2013, 03:24 PM)Lauli Wrote:  So, negative fall value and maybe just linking the falling frames to some alternate death animation would do the trick.
It would do the trick but there are two problems:
First of all 2.0 doesn't have a special start up any more so you don't get to do that consistently. It would have to be a certain action. Second of all this circumvents the hp bar, which my solution does not. (which sucks visually - also you won't get kills)
(12-07-2013, 03:24 PM)Lauli Wrote:  However, I have the suspicion, that this is not how it's done.
The suspicion is right, the guess not. There is no state 4 required. I just used the jump frame/sprite for being airborne.

edit: also the -fall trick cancels out all juggling.
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#4
With Ukemi (Backwards roll when on the ground) on Remake removing invincibility, I think it would be easy to keep state 14 for 1 TU to check if they're dead while allowing the time spent "down" on another frame for them to recover. And to stop them from falling, you can replace the falling frame with a frame like for jumping so they can just touch the ground again.

Edit: To apply both, you'd just have to make a state 14 frame for the first falling frame and then make them land with something like jumping.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
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#5
(12-07-2013, 03:49 PM)Bat Tamer Wrote:  With Ukemi (Backwards roll when on the ground) on Remake removing invincibility, I think it would be easy to keep state 14 for 1 TU to check if they're dead while allowing the time spent "down" on another frame for them to recover. And to stop them from falling, you can replace the falling frame with a frame like for jumping so they can just touch the ground again.

Edit: To apply both, you'd just have to make a state 14 frame for the first falling frame and then make them land with something like jumping.
That's partly it. Except 'removing invincibility' will also kill Rudolfs invisibility (this is a hint). I'm using vanilla LF2.
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#6
(12-07-2013, 04:36 PM)YinYin Wrote:  
(12-07-2013, 03:49 PM)Bat Tamer Wrote:  With Ukemi (Backwards roll when on the ground) on Remake removing invincibility, I think it would be easy to keep state 14 for 1 TU to check if they're dead while allowing the time spent "down" on another frame for them to recover. And to stop them from falling, you can replace the falling frame with a frame like for jumping so they can just touch the ground again.

Edit: To apply both, you'd just have to make a state 14 frame for the first falling frame and then make them land with something like jumping.
That's partly it. Except 'removing invincibility' will also kill Rudolfs invisibility (this is a hint). I'm using vanilla LF2.

What I meant by that was if you rolled backwards before getting up, you didn't blink. You still blinked if you got up normally. That means any action after a frame with state 14 that isn't frame 219 will make the player not blink.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
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#7
(12-07-2013, 04:42 PM)Bat Tamer Wrote:  What I meant by that was if you rolled backwards before getting up, you didn't blink. You still blinked if you got up normally. That means any action after a frame with state 14 that isn't frame 219 will make the player not blink.
No.
You will always blink after state 14 if you leave it via next. You don't blink there because the player pushed a button. That's not an option as it cannot run automatically.

edit: Improved them a bit. Switched from jump to dash and added a proper death action (deletion). Could be anything though.
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#8
YinYin Wrote:Second of all this circumvents the hp bar
What do you mean with that?

Edit: Offtopic, I just read that idea about the crimson stone; pretty cool idea!
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#9
(12-09-2013, 04:43 PM)Lauli Wrote:  
YinYin Wrote:Second of all this circumvents the hp bar
What do you mean with that?
This:
(12-07-2013, 03:24 PM)Lauli Wrote:  So, negative fall value and maybe just linking the falling frames to some alternate death animation would do the trick.
But I just gave it another though and noticed that isn't true at all. (unless using a sufficiently powerful attack) So never mind.
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#10
Since it seems like nobody's guessing anymore, mind telling how you did it?
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