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Strong Defense
#1
I am developing a character for which I need two levels of defenses.. One is normal defense and other one is stronger defense.. Pressing D will do normal defending and DD will trigger stronger defending..

And I have no ideas on how to make a stronger defense.. Is there any method on how to make it using DCing?
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#2
Well... some idea~
just make a several opoints thouse will be "placeholders" for character on defence stance
and let the character be bound to this balls (or whatever) with IK8
when a hidden placeholder takes any hit it dissapears
and until character have at least one placeholder of his defence (object to bound) - he will stay without bdy in special frame.
so after all placeholders get a hit - then character can't go to Bdy~less frame and there is no defence anymore.

just a difference from regular engine - in this method character won't lose any HP (1\10 of damage by default)

this way sounds pretty useful i hope :)
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#3
Okay brainstorm me.. What I did was, opoint a t0 character frame with next 1000 and pic 999 containing the placeholder body with state 7 which I binded with the character I want the defense in.. Now the problem is when the placeholder takes the hit, the same character becomes opointed.. How to stop that?
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#4
Just give the injury/falling/broken defend frames of that invisible object a next: 1000.
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#5
Or you can just raise the character off the ground by one pixel and give him state 7; aerial defense grants super defense that cannot be broken except by bdefend 100 attacks. You will still lose HP from blocking damage though.

Another way to achieve the same effect is to make your character grab himself, which is the same technique used in YinYin/Pf's Jason's counter move.
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#6
I tried the placeholder thing but it was not successfully executing. Then I tried a self hitting itr with -ve bdefend, still not working. Player directly goes to the broken defend frames when hit during second case.

I can't do the aerial defense thing because it takes damage and I don't want that. I didn't understand that counter thing which you posted.
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#7
(09-07-2015, 08:27 AM)T.O.R.N.A.D.O Wrote:  I tried the placeholder thing but it was not successfully executing. Then I tried a self hitting itr with -ve bdefend, still not working. Player directly goes to the broken defend frames when hit during second case.

I can't do the aerial defense thing because it takes damage and I don't want that. I didn't understand that counter thing which you posted.
Okay, a few things:
1) Simply telling us the placeholder thing didn't work doesn't tell us accurately what went wrong. Show us the code, use the "[ code=dc]" tag.
2) Self-hitting with -ve bdefend likely failed because you forgot to include fall: -1.
3) Since you don't want any damage at all, the counter method, aerial defense and the self-hitting method will not be good enough for you.

There is one last method you can use but you cannot carry a weapon, which is the armor used in YinYin's Julio(and I tried to replicate with my rep char Steiner). The idea is actually very simple:
* Character creates & carries a heavy weapon(with bdy so it can be hit) with opoint kind 2.
* Heavy weapon uses opoint kind 2 to create yet another object.
* When heavy weapon is destroyed (either by taking too much damage or bdefend 100), it will drop the object and the object will have a hidden itr to hit the character, who would otherwise be unhittable.
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#8
Case 1:
Here in this rar file I have attached my Case 1 data.
https://www.sendspace.com/file/klckfz

Case 2:
Character Coding
    DC-Code:
<frame> 42 dis
   pic: 267 state: 7  wait: 0  next: 44  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 23  y: 15  w: 35  h: 64
   bdy_end:
  bdy:
      kind: 0  x: 21  y: 80000  w: 43  h: 62
  bdy_end:
  bdy:
      kind: 0  x: 21  y: 50000  w: 43  h: 62
  bdy_end:
        bdy:
        kind: 0 x: 21 y: 10000 w: 43 h: 62
  bdy_end:
  bdy:
     kind: 0 x: 21 y: 20000 w: 43 h: 62
  bdy_end:
    bdy:
       kind: 0 x: 21 y: 123456 w: 43 h: 62
  bdy_end:
<frame_end>
<frame> 44 dis
   pic: 267 state: 7  wait: 5  next: 354  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  bdy:
      kind: 0  x: 21  y: 80000  w: 43  h: 62
  bdy_end:
      bdy:
      kind: 0  x: 23  y: 15  w: 35  h: 64
   bdy_end:
  bdy:
      kind: 0  x: 21  y: 50000  w: 43  h: 62
  bdy_end:
        bdy:
        kind: 0 x: 21 y: 10000 w: 43 h: 62
  bdy_end:
   opoint:
      kind: 1 x: 55 y: 77 action: 100 dvx: 0  dvy: 0  oid: 218  facing: 0
   opoint_end:
  bdy:
     kind: 0 x: 21 y: 20000 w: 43 h: 62
  bdy_end:
      bdy:
       kind: 0 x: 21 y: 123456 w: 43 h: 62
  bdy_end:
<frame_end>
<frame> 354 dis
   pic: 268 state: 7  wait: 5  next: 355  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  bdy:
      kind: 0  x: 21  y: 80000  w: 43  h: 62
  bdy_end:
  bdy:
      kind: 0  x: 21  y: 50000  w: 43  h: 62
  bdy_end:
      bdy:
      kind: 0  x: 23  y: 15  w: 35  h: 64
   bdy_end:
        bdy:
        kind: 0 x: 21 y: 10000 w: 43 h: 62
  bdy_end:
  bdy:
     kind: 0 x: 21 y: 20000 w: 43 h: 62
  bdy_end:
      bdy:
       kind: 0 x: 21 y: 123456 w: 43 h: 62
  bdy_end:
<frame_end>
<frame> 355 dis
   pic: 269 state: 7  wait: 10  next: 999  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  bdy:
      kind: 0  x: 21  y: 80000  w: 43  h: 62
  bdy_end:
  bdy:
      kind: 0  x: 21  y: 50000  w: 43  h: 62
  bdy_end:
      bdy:
      kind: 0  x: 23  y: 15  w: 35  h: 64
   bdy_end:
     bdy:
        kind: 0 x: 21 y: 10000 w: 43 h: 62
  bdy_end:
  bdy:
     kind: 0 x: 21 y: 20000 w: 43 h: 62
  bdy_end:
      bdy:
       kind: 0 x: 21 y: 123456 w: 43 h: 62
  bdy_end:
<frame_end>


Opointed itr coding (I did include fall: -1, so that is not the problem here)
    DC-Code:
<bmp_begin>
   file(0-99): sprite\sys\food.bmp w: 79 h: 79 row: 10 col: 7
<bmp_end>
 
<frame> 100 flying
   pic: 999  state: 18  wait: 25  next: 1000  dvx: -5  dvy: 0  centerx: 5  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0 x: 23 y: 123456 w: 35 h: 64 dvx: 0  dvy: 0  fall: -1  bdefend: -50  injury: 0  effect: 5 arest: 5
   itr_end:
<frame_end>
 
<frame> 10 hiting
   pic: 999  state: 3001  wait: 0  next: 11  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 11 hiting
   pic: 999  state: 3001  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 20 hit
   pic: 999  state: 3002  wait: 0  next: 21  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 21 hiting
   pic: 999  state: 3002  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 30 rebounding
   pic: 999  state: 3003  wait: 0  next: 11  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


Last method is quite ideal for me as I am not including any weapons inside the mod except a health box which just heals the player when it is hit. Can you give me DC example of this method so I can replicate it for my own character.
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#9
(09-07-2015, 09:45 AM)T.O.R.N.A.D.O Wrote:  Case 1:
Here in this rar file I have attached my Case 1 data.
...
Last method is quite ideal for me as I am not including any weapons inside the mod except a health box which just heals the player when it is hit. Can you give me DC example of this method so I can replicate it for my own character.
For case 1, it seems you created a t0 that has ik8 that sticks to the original character, but dvx: 112 leads to the broken defend frame so it immediately disappears and stops working. But anyway, since you want to use the armor method...

Here's a VERY rough code by piecing together Freeze and weapon1 data, so I didn't bother to check the coordinates etc, but you get the idea.
    DC-Code:
<frame> 270 Summon weapon
   pic: 300 state: 3 wait: 0 next: 271 dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 0
  sound: data\074.wav 
   wpoint: #drop any currently held weapon
      kind: 3  x: 40  y: 43  weaponact: 0  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 271 opoint_weapon
   pic: 305  state: 3  wait: 0  next: 272  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 2  x: 42  y: 51  action: 0  dvx: 0  dvy: 0  oid: 213  facing: 0
   opoint_end:
   wpoint:
      kind: 1  x: 42  y: 51  weaponact: 0  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 272 holding_weapon
   pic: 305  state: 3  wait: 0  next: 273  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 274 #hitting J will go to a frame that destroys the weapon, I didn't bother writing it
   wpoint:
      kind: 1  x: 42  y: 51  weaponact: 1  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 273 holding_weapon
   pic: 305  state: 3  wait: 0  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 274
   wpoint:
      kind: 1  x: 42  y: 51  weaponact: 2  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy: #hidden bdy
      kind: 0  x: 24  y: 10014  w: 31  h: 64
   bdy_end:
<frame_end>


Weapon Data:
    DC-Code:
<bmp_begin>
file(0-99): sprite\sys\weapon1.bmp  w: 58  h: 58  row: 10  col: 10
weapon_hp: 800
weapon_drop_hurt: 0
weapon_hit_sound: data\010.wav
weapon_drop_sound: data\010.wav
weapon_broken_sound: data\021.wav
<bmp_end>
 
<frame> 0 spawn
   pic: 0  state: 3005  wait: 0  next: 1  dvx: 0  dvy: 0  centerx: 29  centery: 56
   wpoint:
      kind: 2  x: 42  y: 51 cover: 0
   wpoint_end:
<frame_end>
 
<frame> 1 create object2
   pic: 0  state: 3005  wait: 0  next: 2  dvx: 0  dvy: 0  centerx: 29  centery: 56
   wpoint:
      kind: 2  x: 42  y: 51  cover: 0
   wpoint_end:
   opoint:
      kind: 2  x: 42  y: 51  action: 398  dvx: 0  dvy: 0  oid: 213  facing: 0
   opoint_end:
   wpoint:
      kind: 1  x: 42  y: 51  weaponact: 398  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 2 carry_frame #this is the frame the weapon should be held in
   pic: 0  state: 2001  wait: 0  next: 1  dvx: 0  dvy: 0  centerx: 29  centery: 56
   wpoint:
      kind: 2  x: 42  y: 51 cover: 0
   wpoint_end:
   bdy:
      kind: 0  x: 6  y: 9  w: 44  h: 46 #bdy can be hit by enemy
   bdy_end:
   wpoint:
      kind: 1  x: 42  y: 51  weaponact: 398  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 398 object_2
   pic: 0  state: 14  wait: 0  next: 1  dvx: 0  dvy: 0  centerx: 29  centery: 56
   wpoint:
      kind: 2  x: 42  y: 51
   wpoint_end:
<frame_end>
<frame> 399 object_2_dropped
   pic: 0  state: 18  wait: 0  next: 1  dvx: 0  dvy: 0  centerx: 29  centery: 56
   itr:
      kind: 0  x: 6  y: 1009  w: 44  h: 46  dvx: 0  dvy: 0  fall: 1  vrest: 200  bdefend: 100  injury: 0  #hidden itr to send character out of the superdefense frame. You can adjust this itr however you like, important thing is allowing friendly fire
   itr_end:
<frame_end>

The part I'm not too sure of is having object1 spawn object2 while already being held in char's hand, but it should be fine. Play around with the idea.
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Working on the LF2 Rebalance mod.
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#10
    DC-Code:
<bmp_begin>
file(0-99): sprite\sys\weapon1.bmp  w: 58  h: 58  row: 10  col: 10
weapon_hp: 800
weapon_drop_hurt: 0
weapon_hit_sound: data\010.wav
weapon_drop_sound: data\010.wav
weapon_broken_sound: data\021.wav
<bmp_end>
 
<frame> 0 spawn
   pic: 999  state: 3005  wait: 0  next: 1  dvx: 0  dvy: 0  centerx: 29  centery: 56
   wpoint:
      kind: 2  x: 42  y: 51 cover: 0
   wpoint_end:
<frame_end>
 
<frame> 1 create object2
   pic: 999  state: 3005  wait: 0  next: 2  dvx: 0  dvy: 0  centerx: 29  centery: 56
   wpoint:
      kind: 2  x: 42  y: 51  cover: 0
   wpoint_end:
   #opoint:
      #kind: 2 x: 42 y: 51 action: 3 dvx: 0  dvy: 0  oid: 218  facing: 0
   #opoint_end:
   wpoint:
      kind: 1  x: 42  y: 51  weaponact: 398  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 2 carry_frame #this is the frame the weapon should be held in
   pic: 999  state: 2001  wait: 0  next: 1  dvx: 0  dvy: 0  centerx: 29  centery: 56
   wpoint:
      kind: 2  x: 42  y: 51 cover: 0
   wpoint_end:
   bdy:
      kind: 0  x: 6  y: 9  w: 44  h: 46 #bdy can be hit by enemy
   bdy_end:
   wpoint:
      kind: 1  x: 42  y: 51  weaponact: 398  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 20 on_ground
   pic: 999  state: 3005  wait: 3  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 29  centery: 56  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 13  y: 43  w: 31  h: 14
   bdy_end:
<frame_end>
 
 
<frame> 21 just_on_ground
   pic: 999  state: 3005  wait: 3  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 29  centery: 56  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 19  y: 26  w: 21  h: 30  dvx: 5  dvy: -7  fall: 70  vrest: 17  bdefend: 30  injury: 60  
   itr_end:
<frame_end>
 
<frame> 3 object_2
   pic: 999  state: 14  wait: 0  next: 1  dvx: 0  dvy: 0  centerx: 29  centery: 56
   wpoint:
      kind: 2  x: 42  y: 51
   wpoint_end:
<frame_end>
<frame> 399 object_2_dropped
   pic: 999  state: 18  wait: 0  next: 397  dvx: 0  dvy: 0  centerx: 29  centery: 56
   itr:
      kind: 0 x: 21 y: 123456 w: 43 h: 62  dvx: 0  dvy: 0  fall: 1  vrest: 200  bdefend: 100  injury: 0  #hidden itr to send character out of the superdefense frame. You can adjust this itr however you like, important thing is allowing friendly fire
   itr_end:
<frame_end>
<frame> 397 create object2
   pic: 999  state: 3005  wait: 0  next: 999  dvx: 0  dvy: 0  centerx: 29  centery: 56
   wpoint:
      kind: 2  x: 42  y: 51  cover: 0
   wpoint_end:
   wpoint:
      kind: 1  x: 42  y: 51  weaponact: 398  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>


I made some minor modifications to the weapon code you gave. It does work perfectly. But the self hitting itr is not getting activated, so the player doesn't go to broken defend (or injured in this case) frame. And whenever object2 is created, it gives out shadows, and I don't know where to put state: 3005 to avoid that. It was really a nice idea! Thanks!
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