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07-25-2020, 02:29 PM
(This post was last modified: 07-25-2020, 03:18 PM by The_Hari.)
Hope I can post it here, instead of creating another thread.
I wanted to make a mod for a long time, but keep losing interest or not being happy with stuff I made, so I will just upload it as it is and will try to add more stuff to this as a base.
What's in so far?
![[Image: hW56bT2.gif]](https://i.imgur.com/hW56bT2.gif)
Edited version of projectiles to be able to strike with all three, needs some timing
![[Image: pA6zX6J.gif]](https://i.imgur.com/pA6zX6J.gif)
Only when lying on back, reference from HF
![[Image: tDodleb.gif]](https://i.imgur.com/tDodleb.gif)
Reagular super punch
![[Image: 8pgiH6Y.gif]](https://i.imgur.com/8pgiH6Y.gif)
Just a visual change, as the sprites were easy to made, might delete it
![[Image: 8pHT12F.gif]](https://i.imgur.com/8pHT12F.gif)
Two shields will merge into crystal blocking projectiles, data isn't finished
![[Image: MMyDFiE.gif]](https://i.imgur.com/MMyDFiE.gif)
The longer I think about it, the less useful it seems, might delete it
![[Image: 3w6Jm4I.gif]](https://i.imgur.com/3w6Jm4I.gif)
Already used it in ninja minion, but I like it a lot, press back to change direction
![[Image: nnUVSEl.gif]](https://i.imgur.com/nnUVSEl.gif)
Counter attack, can use also D>J from here for slightly edited dash attack
![[Image: koFYz5s.gif]](https://i.imgur.com/koFYz5s.gif)
Could get either sprites with cloning effect, or make original Rudolf disappear
![[Image: dKOeTBY.gif]](https://i.imgur.com/dKOeTBY.gif)
New variant of D^J, without running and spinning, but able to hit with D>A, right now you can also use D>J, but I can't make it work and look good
![[Image: vkzdxFa.gif]](https://i.imgur.com/vkzdxFa.gif)
Press back to stop running as usual, hold to change direction
![[Image: 34D5t16.gif]](https://i.imgur.com/34D5t16.gif)
This was one of new move suggestions in old thread, I can't come up with anything for Freeze and sprites were easy to made so why not
![[Image: n8Jkyi1.gif]](https://i.imgur.com/n8Jkyi1.gif)
Double dash attack
![[Image: DqyIkVz.gif]](https://i.imgur.com/DqyIkVz.gif)
Get some speed and injury boost from additinal movement
![[Image: YKbqTRr.gif]](https://i.imgur.com/YKbqTRr.gif)
Press J to teleport into air
![[Image: lI3h6qh.gif]](https://i.imgur.com/lI3h6qh.gif)
+A to kick
![[Image: sctPRRm.gif]](https://i.imgur.com/sctPRRm.gif)
Added some sprites without editing orignal data
![[Image: TAmqeUt.gif]](https://i.imgur.com/TAmqeUt.gif)
Seems kinda tricky to make at first, but cost very little mp
![[Image: y6XxyhX.gif]](https://i.imgur.com/y6XxyhX.gif)
Also able to use after DvA
I also took a look at this thread and fixed some simple bugs: - Woody has teleport inputs in all frames
- Henry has wpoints for back dash attack
- Rudolf got D>J inputs for all rowing frames
New backgrounds:
Lee on Road copy for use in stage mode
The only stage mode edit right now is additional row of trees in stage 1. You also get one injured Jack criminal at beginning and ability to call for others that might be hidden behind trees, by using "come" command
Crates will drop random items while getting destroyed, might add ice sword to it
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Posts: 79
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Decided to add some stuff from original thread and few new ones.
![[Image: boPANIk.gif]](https://i.imgur.com/boPANIk.gif)
Counter attack ![[Image: 0Xn4y6R.gif]](https://i.imgur.com/0Xn4y6R.gif)
Can combo with D>A ![[Image: PMhNS24.gif]](https://i.imgur.com/PMhNS24.gif)
Same move as John in LF1, unfinished for now ![[Image: wx84GuF.gif]](https://i.imgur.com/wx84GuF.gif)
no mp version of run attack ![[Image: BBFoFhG.gif]](https://i.imgur.com/BBFoFhG.gif)
Inspired by LF1 Woody
![[Image: hJUn9YR.png]](https://i.imgur.com/hJUn9YR.png)
Beginning of second row of trees at the end of stage 1-1
Removed Henry jump+D>J and Dennis jump+D>A from last post and polished some stuff
Download
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(08-06-2020, 04:24 PM)The_Hari Wrote: John D^A+<
![[Image: PMhNS24.gif]](https://i.imgur.com/PMhNS24.gif)
Same move as John in LF1, unfinished for now I noticed that you're using the same method as in YinYin's LF half, where John is forced to keep walking.
You can consider making John actually spawn a type 2 heavy weapon that turns into the disc, and have itr kind 2 to pick it up(which does mean requiring you to go to frame 116-117 unfortunately, and input will be D^AA instead).
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(08-06-2020, 04:35 PM)STM1993 Wrote: I noticed that you're using the same method as in YinYin's LF half, where John is forced to keep walking.
That's how i thought it was in LF1, guess just becasue of YinYin's mod. In that case I will try type 2, but only if I'm able to skip picking animation with itr kind 8
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Can anyone explain how these JA moves actually work ..
You press both of them together but when I looked in data , I found the staring frame of the move was having frame number 210 ...
In walking and standing hit_j goes to something other than 210 (like hit_j:209)
Have a Good Day !!!
DavisEX
If you are DBZ fan then this is for you ... Super Saiyan !!!
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LF2-Reinforced with Random Criminal !!!
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08-07-2020, 04:25 PM
(This post was last modified: 08-07-2020, 04:28 PM by STM1993.)
(08-07-2020, 04:12 PM)sssks6070 Wrote: Can anyone explain how these JA moves actually work ..
You press both of them together but when I looked in data , I found the staring frame of the move was having frame number 210 ...
In walking and standing hit_j goes to something other than 210 (like hit_j:209)
 That's exactly it. See here.
LF2 has two input detection systems.
One is the default input from state 0/1, the other one is hit_whatever.
When you simply press J, hit_j takes priority.
However, if press J+A together, the game gets "confused" and just uses the default input and goes to frame 210.
Same logic applies for D+A / D+J, but it goes to frame 110, which is not recommended because frame 110 has some important properties.
There are a couple of flaws with this system however.
* The default input detection has a longer buffer detection window than the hit_whatever's window. Which means it is actually possible to press J and get JA instead if you press it at a specific timing early.
* hit_whatever doesn't work if you run out of mana, which means you suddenly can't jump. Which also means this method is actually not recommended for characters who have -mp moves like Dennis(D>J) or Firen(D>J/DvJ).
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I think I fixed everything that was added so far in terms of missing sounds, wpoints and better itr stats, didn't even realized how much I'm forgetting while adding even the simplest changes.
Here is some new stuff:
![[Image: wecZESS.gif]](https://i.imgur.com/wecZESS.gif)
I could never perform this throw and instant dash attack that's already in game and as Rudolf fits for this kind of moves and already has a counter dash attack D>A move, I gave him ability to do it easier. Wondering if it should have no bdys in dash frames or try some other ways to avoid tipping over opponent ![[Image: 20ICO8K.gif]](https://i.imgur.com/20ICO8K.gif)
Changed one sprite ![[Image: bjYJZHR.gif]](https://i.imgur.com/bjYJZHR.gif)
Can turn back from rowing and keep running to hit caught opponent with run/dash attack, or change direction even earlier to go backward ![[Image: krJil6d.gif]](https://i.imgur.com/krJil6d.gif)
Tried to copy original ice breaking animation thanks to Luigi600's thread, need to make it look more random ![[Image: 7TGoZRP.gif]](https://i.imgur.com/7TGoZRP.gif)
Added retreat animation ![[Image: ui5NpTC.gif]](https://i.imgur.com/ui5NpTC.gif)
Already gave him double kick dash attack, so here is also single kick run attack
Sprites aren't finished but there is also Firen's burning run attack and currently updating Davis horizontal dragon punch, which he can now perform also from running.
I was trying to make something more interesting with >>DA moves, as the input is quite awkward, so wanted to make it more worth it and deleted Deep's one from previous post and go for shorter and energy less version of D>J that he would keep running after performing. For Davis I slightly edited kick sprites and gave him state 7, as sprites looked similar to his defend pose, but scrapped both of them. Although I started collecting sprites that I won't use, so they will be for a grab.
Would like to ask you guys for some ideas for moves, like variations/expansions/combo possibilities of already existing ones
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08-19-2020, 01:32 AM
(This post was last modified: 08-19-2020, 12:02 PM by darkfiren.)
Fantastic work ...
What about providing a higher dvx in Rudolf's Catch D>A when he hits the enemy with his swords .
I would like to see the sprites you collected , just put them in a folder give us some time and our ideas will be on the way ..
Here is a short video for some new idea's
Here
It would be a nice idea if Woody , Deep , Freeze and few others can perform their energy blast attack in air .
For Henry , I guess you already did it and removed it . Only for (state: 3000) type blasts
(I added something like that in woody but sadly AI hardly uses D>A in air specially woody . He never used it)
It can be useful or it can be useless ...
I always love it to have a few moves which you can perform in air because sometimes they can provide you a good escape , specially when you are dealing with hordes of enemies ...
Have a Good Day !!!
DavisEX
If you are DBZ fan then this is for you ... Super Saiyan !!!
Download
LF2-Reinforced with Random Criminal !!!
Download
LittleFighterAlpha with coexisting Little Fighter 2 v1.9c !!
Download
Will be uploading some more soon !!

Posts: 79
Threads: 18
Joined: May 2019
(08-19-2020, 01:32 AM)holyfreeze Wrote: It would be a nice idea if Woody , Deep , Freeze and few others can perform their energy blast attack in air .
Deep might get it, others probably not, tried it already for some.
Here is spritesheet of unused stuff, hopefully nothing more will be added to it.
And a little of bit of new stuff:
![[Image: cuozHX8.gif]](https://i.imgur.com/cuozHX8.gif)
Is there any way to opoint independent object, So Firzen's projectiles will go after both teams?
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08-22-2020, 03:45 AM
(This post was last modified: 08-22-2020, 03:47 AM by STM1993.)
(08-22-2020, 01:33 AM)The_Hari Wrote: ![[Image: cuozHX8.gif]](https://i.imgur.com/cuozHX8.gif)
Is there any way to opoint independent object, So Firzen's projectiles will go after both teams? Unfortunately there isn't, the only known way to make independent objects are:
1) Having it spawn directly from weapon drops / Stage spawning weapon or ball type directly.
2) Having an already independent object hit/pickup a weapon/ball to change its team.
Direct ball to ball collision results in the balls being converted to one specific team, the exact team of which is rather random.
Best thing you can do is make the fire and iceball hold their own separate objects as a weapon, and then upon collision, release the weapon and they will become their own respective set of Firen D^A meteors - half goes to owner of iceball, half goes to owner of fireball.
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