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Moves I am clueless about how to make
#1
Things I don't have an idea how to code:
use ^J, vJ, >J or <J midair to get a quick boost that way
Holding D holds a shield in front of him that repels anything(no damage, just pushes away players and projectiles)
Push away everyone around you, no damage(on every axis, away from the current character.)


For first one the problem is that I don't know how to tell the falling frames what arrow I'm holding. It wouldn't be a problem by using D>J or D^J, but just >J and ^J is a bit tricky.

The second one's easy bypass would be tapping D to get it to loop with hit_d:, but I don't know how to implement holding a button.

For the third, I know only on left and right by spawning multiple airblasts to left and right. Like Louis' D>A, but just spawn multiple
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#2
You won't get the direction or key holding done inside falling frames.
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#3
Any hints on where I should look for any of the three?
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#4
(03-02-2015, 10:45 PM)Kenert Wrote:  Things I don't have an idea how to code:

1) J slightly higher, can use ^J, vJ, >J or <J midair to get a quick boost that way.
use ^J, vJ, >J or <J midair to get a quick boost that way
For first one the problem is that I don't know how to tell the falling frames what arrow I'm holding. It wouldn't be a problem by using D>J or D^J, but just >J and ^J is a bit tricky.

2) Holding D holds a shield in front of him that repels anything(no damage, just pushes away players and projectiles)
The second one's easy bypass would be tapping D to get it to loop with hit_d:, but I don't know how to implement holding a button.

3) Push away everyone around you, no damage(on every axis, away from the current character.)
For the third, I know only on left and right by spawning multiple airblasts to left and right. Like Louis' D>A, but just spawn multiple
1) So basically something like a double-jump.
Unfortunately, there isn't really a way to make precise ^>v< boost in J only. The closest is ^>, >, v>, <v, <, <^ (diagonals and straight forward/backward). When the character presses J, the first frame should have dvz: and dvx:. For dvy:, you can use a negative number to make him go higher into the air, or use 550 to make him stay in mid-air without dropping/going higher. Dvz unlike dvy/x is button-sensitive, meaning if you don't press ^v you won't move ^v, it only affects how much it would make you move in those directions when you do hold down the button. You don't need dvz/dvx for all the frames, only the beginning, so it'd act like a jump rather than like Deep's D>J.

I'm not sure if you can actually use </> when falling for the mid-air boost. Play around with the data.


2) I think you can settle for a different input.
See this guide by YinYin. The only two buttons in the game you can hold down are A(using a potentially buggy trick with Jump Attack) and backwards. Using this method, you hold Back to keep using the shield.
In order to make the shield repel all projectiles, you need to opoint John's D>J shield, except you must add effect: 4 so that players cannot just walk into the shield to destroy it. Add a 2nd ITR (the normal one) to the shield with injury: 0 so that the shield will also hit players but deal no damage.
You can either use ITR kind 8 (used in John's healing ball) that sticks to a hidden BDY in the character's shield frames, or you can just make the character keep opointing the shield(which lasts for only a very short while). The first method is harder and prone to bugs, but you'd learn something from it. The second method is very easy. Your choice.


3) A few things you need to know.
A) You can only opoint one object at a time, so don't expect all the pushing to happen at the same time, some directions will be slightly slower.
B) hit_j in balls works like dvz, except it forces balls to move either up or down. See Davis/Dennis/Woody_ball to understand this.
C) You can use zwidth to make a ball wider, but take note that if you use purely zwidth, the area you influence will be a perfect square/rectangle.
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#5
(03-03-2015, 03:55 AM)STM1993 Wrote:  See this guide by YinYin.
This only works on the ground.
edit: wait is this all for the same action or are these separate skills?

(03-02-2015, 10:51 PM)YinYin Wrote:  You won't get the direction or key holding done inside falling frames.
Nevermind. I found a solution to the first problem.
If you do a full stop first you can salvage the dash state (5) turning ability without being forced into dash frames:
Code:
<frame> 170 boost #full_stop
  state: 15  wait: 0  next: 171  dvx: 550  dvy: 550  dvz: 550
<frame_end>
<frame> 171 boost #right/left input
  state: 5  wait: 0  next: 172  dvx: 550  dvy: 550  dvz: 550
<frame_end>
<frame> 172 boost #up/down input & impulse
  state: 15  wait: 0  next: 173  dvx: 15  dvy: -11  dvz: 4
<frame_end>
<frame> 173 boost #flying frame(s)
Put hit_j: 170 into any frame you want to start this from (all falling frames if you like). Tweak the direction vector in frame 172 as required. Replace state 15 in case you need some other functionality (many other states may break this though). Start your actual boost sequence/animation in frame 173.
(03-02-2015, 10:45 PM)Kenert Wrote:  3) Push away everyone around you, no damage(on every axis, away from the current character.)
For the third, I know only on left and right by spawning multiple airblasts to left and right. Like Louis' D>A, but just spawn multiple
The explosion effects 22 and 23 push opponents away spherically on y and x axis (left/right & up). There are no itrs that affect the z axis.
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#6
(03-03-2015, 09:48 AM)YinYin Wrote:  
(03-03-2015, 03:55 AM)STM1993 Wrote:  See this guide by YinYin.
This only works on the ground.
Ah, not even with dvy: 550. I doubt it'd be an issue with his character though, it seems he doesn't require the hold D move to work in mid-air.

EDIT:
Then again, if he is using it for normal defend... its gonna be a problem because he won't be able to turn. He'd be better off using it as a different input like DJA and be forced to face only one direction doing this.
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