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12-19-2009, 07:49 AM
(This post was last modified: 12-19-2009, 09:39 AM by FuroxZX.)
Hey, I'm DCing after a year, so I have a few questions
1) How can I make a energy ball automatically... dissapear after a fixed distance (eg. deep's ball)? And how can I change the distance Deep's ball lasts, and also make it hit multiple enemies?(would a value of vrest work?)
2) I'm using a kind of copy of Henry's Sonata, so I've been changing a few values in the itr tags, zwidth, x, y, w, h - its working fine, but I want to increase the distance it works horizontally, so a larger range of enemies will be affected. How do I do that?
3) How do I make a ball explode on impact?
4) How can i make my character move forward while attacking, as in a shrafe-style move or like deep's D>J attack?
5) Made a copy of Julian_ball.dat for my character, copied a few frames, put in th oid of the new .dat file, but on pressing the key combination Julian's skulls (from Julian_ball.dat) come out o.O
Thats all I can remember right now o.O I think there was more I wanted to ask, I'll think about it later. Thanks
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1) You either give it a set of frames that don't repeat themselves (you have a next: 1000 in the last frame), or you make the ball have a timer (but this is more for a fixed time). And yes, use vrest, but the value tells you how many TU must pass before the enemy is wounded again.
2) Change x: and w: coordinates
3) If you mean the Firen's explosion, opoint it in the ball's hitting/hit frames.
4) Simply put dvx: xxx into the frames of the move
And if you want to ask more questions on the same basic level as these ones, I advise you to first read the whole Mainsite DC section.
The questions you asked here can be easily answerable with searching around the Mainsite too, also members here can be annoyed if asked questions that have been answered million times before.
Well I hope this helps, check the Mainsite nevertheless and enjoy your stay here
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K, thanks I'll try that, And I have read most of the basic stuff on the mainsite, but didn't really find any solutions for my problems :/ I haven't read the advanced DC part, though. Added another problem in the first post, can you help with that?
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1) Actually i think he spoke about a ball, that PIERCES through multiple enemies, not a basic vrest one. Give it a state 3005/6 i will make it into a basic piercing ball, 3005 is without shadow.
3) Note, that you can't put the opoint in the frames 10/20/30, but in the ones following them.
4) If you want to give your char the ability to strafe "up or down" while move, you need to enter a dvz value. Note, that the char won't move up/down always, but only if you press up/down button.
5) Uhm... if you only copied Julian's Balls, they of course still look the same as the original ones ^^
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"Copied Julian's Balls." xD
What I meant was I made a copy of that file, changed the sprite file it loads, put it in data.txt, put that id into the opoint frame of a character, yet the "balls" that come out are Julian's old ones. :S
Thanks for the other help, but no I meant how Deep moves forward automatically while slicing. Ima try the dvx stuff, and all the other solutions too. I've probably overlooked something due to which I'm having that problem with Julian's balls.
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hmmm
Just check:
-whether you really have replaced the sprites (may you forgot to save or something)
-whether it are the correct sprites (and not just copied of the julian sprites)
-whether the oid is correct and saved
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argh
all those ninja's
getting old
so on the 3'rd) question
i think you want a ball to fly and if it hits someone it explodes?
Just give the hitting/hit frame the sprites from the explosion and a new itr ;P
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12-19-2009, 11:38 AM
(This post was last modified: 12-19-2009, 11:48 AM by FuroxZX.)
(12-19-2009, 10:48 AM)Hacker Wrote: argh
all those ninja's
getting old
so on the 3'rd) question
i think you want a ball to fly and if it hits someone it explodes?
Just give the hitting/hit frame the sprites from the explosion and a new itr ;P LOL I never thought of that :P I prefer to opoint an explosion though lol.
Julian's balls problem solved~ Turned out I was having a problem with the action value on the opoint, which was spawning Julian's balls through hit_Fa: 13 in the frame in my copy of Julian's ball o.O
Deep's energy balls are working fine, used combination of vrest and state 3005, the distance isn't improving much though I'm adding frames. Probably need more frames. Stillhaven't tried Sonata and explosion, so you can't call this problem solved yet :/
And what did you mean by
"All those ninja's
getting old?"
oh and I wanted Julian's explosion, not firen's
EDIT - Well actually I think just putting the sprites in the Hit frame might simplify this... Coz I was thinking of making new explosion sprites anyway, maybe I won't have to make a new explosion .dat. Thanks for the idea
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To increase the range of a limited move, just reduce the hit_a value ^^
@Ninjas:
Hacker began typing a post, but until it was finished someone else had already posted. This someone else is called a Ninja then, since he types to fast ^^
I guess HAcker begins to feel getting old due to the ninjas
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12-19-2009, 12:12 PM
(This post was last modified: 12-19-2009, 12:46 PM by FuroxZX.)
Oh. First time I've heard that term.
Thanks for the tip, gonna try it now. Should I reduce Hit_a on all the flying frames? Any idea how much I should reduce? I've wasted too much time DCing today already
EDIT - Forget it, I did it myself. Now to try the sonata...
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