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Massive Julian ball attack help
#1
i need a little guidance as to what to do right now
here is the situation:

julian creates a massive energy ball above his head
then soon after, he shoots it up into the sky
then it comes down soon after and explodes.

now the problem.
first, after julian has created the ball, and has shot it up, i want it to come down directly on top of the enemy (where ever they are)
i cant get it acurate enough, or get it to go downwards after the ball has been shot up
i got the explosion thing done
another question is does it have to hit the enemy to explode or can i just make it hit the ground?

thanks in advance
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#2
ok after you shoot up the ball use state 400 to beam the ball 120 px next to the nearest enemy. Use dvx or a larger centerx to move it directly to the enemy (itr/kind 8 would be easy but to risky in case of a lot of enemys). Then to shoot it down... I think you can do this with one frame and set the wait / dvy so that the time x dvy makes the high you shoot it from. Then link to the explosion with next
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#3
ok i will give it a go, thanks
i tried state 400, but it keeps appearing on the enemy and exploding
and what do you mean by 120 px?
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#4
(09-22-2008, 08:39 AM)Angry Alec Wrote:  ok i will give it a go, thanks
i tried state 400, but it keeps appearing on the enemy and exploding
and what do you mean by 120 px?

state 400 means the it appear NEXT to it, not directly "on shadow". And for your problem: might be that you set some values wrong and then the ball appear not somewhere in the sky but at the char, the itr hurt and explode...

attach your dat.-file (with images if needed) please
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Once I had a fortune, it said: "Leave now. Life is short. Time is luck"
Don't dream your life, live your dream!
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#5
[Image: julianbigballna2.png]

the explosion is fine, its just the explosion from his soul bomb in columns

here is his data so far:
(this is at the top)
file(31-37): sprite\sys\julian_bigball.bmp w: 252 h: 251 row: 6 col: 1

::::next::::
<frame> 121 flying
pic: 31 state: 18 wait: 1 next: 122 dvx: 0 dvy: -17 centerx: 127 centery: 126 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 0 w: 252 h: 251 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 0 y: 0 w: 252 h: 251
bdy_end:
<frame_end>

<frame> 122 flying
pic: 32 state: 18 wait: 1 next: 123 dvx: 0 dvy: 0 centerx: 127 centery: 126 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 0 w: 252 h: 251 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 0 y: 0 w: 252 h: 251
bdy_end:
<frame_end>

<frame> 123 flying
pic: 33 state: 18 wait: 1 next: 124 dvx: 0 dvy: 0 centerx: 127 centery: 126 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 0 w: 252 h: 251 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 0 y: 0 w: 252 h: 251
bdy_end:
<frame_end>

<frame> 124 flying
pic: 34 state: 18 wait: 1 next: 125 dvx: 0 dvy: 0 centerx: 127 centery: 126 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 0 w: 252 h: 251 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 0 y: 0 w: 252 h: 251
bdy_end:
<frame_end>

<frame> 125 flying
pic: 35 state: 18 wait: 1 next: 126 dvx: 0 dvy: 0 centerx: 127 centery: 126 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 0 w: 252 h: 251 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 0 y: 0 w: 252 h: 251
bdy_end:
<frame_end>

<frame> 126 flying
pic: 36 state: 18 wait: 1 next: 127 dvx: 0 dvy: 0 centerx: 127 centery: 126 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 0 w: 252 h: 251 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 0 y: 0 w: 252 h: 251
bdy_end:
<frame_end>

<frame> 127 flying
pic: 31 state: 18 wait: 1 next: 128 dvx: 0 dvy: 0 centerx: 127 centery: 126 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 0 w: 252 h: 251 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 0 y: 0 w: 252 h: 251
bdy_end:
<frame_end>

<frame> 128 flying2
pic: 32 state: 400 wait: 1 next: 129 dvx: 0 dvy: 0 centerx: 127 centery: 126 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 0 w: 252 h: 251 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 0 y: 0 w: 252 h: 251
bdy_end:
<frame_end>

<frame> 129 flying2
pic: 33 state: 18 wait: 1 next: 1000 dvx: 0 dvy: 26 centerx: 127 centery: 126 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: -48 y: 81 action: 140 dvx: 0 dvy: 0 oid: 229 facing: 0
opoint_end:
itr:
kind: 0 x: 0 y: 0 w: 252 h: 251 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 0 y: 0 w: 252 h: 251
bdy_end:
<frame_end>

the last oid is the explosion setup/matrix
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#6
you need something like this:

Code:
<frame> 140 teleport
pic: xx  state: 400 wait: 1  next: 141 ............
..........
<frame_end>

#the ball has teleported to the enemy but is still 120px off
#adjust the dvx in case it's off

<frame> 141 move_towards_enemy
pic: xx  state: 15  wait: 1  next: 142  dvx: 120 ...........
..........
<frame_end>

#the movement needs to be stopped immediately

<frame> 142 stop_moving
pic: xx  state: 15  wait: 0  next: 143  dvx: 550 ..........
..........
<frame_end>

#let's make the ball go down to the ground
#adjust the wait if necessary

<frame> 143 go_down
pic: xx  state: 3  wait: 15  next: 144  dvx: 0  dvy: 3 ........
..........
<frame_end>

#stop the movement of the ball (again....)

<frame> 144 stop_movement_downwards
pic: xx  state: 15  wait: 0  next: 145  dvx: 0  dvy: 550 ........
..........
<frame_end>

#time for the explosion :D
#that's your job now ;)

Hope this helps ;)
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

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

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#7
thanks man!
my hopes were that julian would create a big ball
shoot it directly upwards where you couldnt see it, then soon after, it would come down from the sky and land where ever it had been 'locked' to, so it would stop the chasing
and BAM.
now i need some advice/guidance
should i amke this into new data, and have the broken frames the explosion, or just time it in the older datas and time it so it explodes on the ground/enemy?
thank you anyways!
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#8
you can smash everything in one file in order to save space, but you could also create multiple files. It just depends on how efficient you want the data to be ;)
Less files, faster loading.
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

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

» Gallery | » Sprites | » DeviantArt
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#9
or you could use itr kind 8...
after the state 400...
you could put an it kind 8 to let it at the same shadow point...
but as I can see, you case is already solved :D
The dumb do the mess, the normal one gets angry, the smart one have fun. :D
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#10
(09-24-2008, 03:27 AM)c4ss0k4 Wrote:  or you could use itr kind 8...
after the state 400...
you could put an it kind 8 to let it at the same shadow point...
but as I can see, you case is already solved :D

nope, wouldn't suggest this! The distance to the enemy is fix to 120 px, so why using an itr which can also react on friends which (is which correct here or should I use who!?) are nearer then 120 px? this can create errors...
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