Posts: 45
Threads: 24
Joined: Oct 2010
Hi, i am trying to make a move like monk's robe.The char will jump up to
sky and row with y-axis then fall back onto the ground and use the
palm.I will use louis for this move since it has that sprite.But after
i tested,i can only do the y-axis move,when louis lands on the ground,
nothing happened.Can anyone tell me whats the reason please?
Thank You
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Threads: 74
Joined: Apr 2011
First of all, show us your data in order to check what's really going wrong.
Here's some bugs that I think of:
-You didn't land in time, if you land in time, he will make the move(just like louis in my mod)
-Are you sure that you put the "next" correctly?
Show us your data first, okay?
This place motivates me to become an artist, this place motivates me to learn coding, this place made me grow up, showed me the ways to interact with people. Unlike the old childish of me myself, I've learned a lot and gotten some experiences. For me, it's not just a fan forum, it's a helpful community. From a noob to someone who would think before he speaks, looking back at my old post made me laugh hard, I'm grateful of the differences between these 2 years.
~Thank You All and Farewell
~Goodbye, LFE.
RIP - 14/04/2014
Thanks given by:
Posts: 45
Threads: 24
Joined: Oct 2010
Here is the code.Thx man
DC-Code:
<frame> 330 rowing
pic: 58 state: 3 wait: 2 next: 331 dvx: 0 dvy: -1 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 42 y: 75 weaponact: 22 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 331 rowing
pic: 59 state: 3 wait: 2 next: 332 dvx: 0 dvy: -2 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 42 y: 45 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 332 rowing
pic: 49 state: 3 wait: 2 next: 333 dvx: 0 dvy: -3 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 30 y: 59 weaponact: 25 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 333 rowing
pic: 58 state: 3 wait: 2 next: 334 dvx: 0 dvy: -4 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 42 y: 75 weaponact: 22 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 334 rowing
pic: 59 state: 3 wait: 2 next: 335 dvx: 0 dvy: -5 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 42 y: 45 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 335 rowing
pic: 49 state: 3 wait: 2 next: 336 dvx: 0 dvy: -6 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 30 y: 59 weaponact: 25 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 336 rowing
pic: 58 state: 3 wait: 2 next: 337 dvx: 0 dvy: 5 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 42 y: 75 weaponact: 22 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 337 rowing
pic: 59 state: 3 wait: 2 next: 338 dvx: 0 dvy: 5 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 42 y: 45 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 338 rowing
pic: 49 state: 3 wait: 2 next: 339 dvx: 0 dvy: 4 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 30 y: 59 weaponact: 25 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 339 rowing
pic: 58 state: 3 wait: 2 next: 340 dvx: 0 dvy: 4 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 42 y: 75 weaponact: 22 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 340 rowing
pic: 59 state: 3 wait: 2 next: 341 dvx: 0 dvy: 3 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 42 y: 45 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 341 rowing
pic: 49 state: 3 wait: 2 next: 342 dvx: 0 dvy: 3 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 30 y: 59 weaponact: 25 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 7 x: 36 y: 54 w: 13 h: 25 vrest: 7
itr_end:
<frame_end>
<frame> 342 blastpush
pic: 106 state: 3 wait: 2 next: 343 dvx: 0 dvy: 2 dvz: 0 centerx: 46 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\097.wav
wpoint:
kind: 1 x: 41 y: 47 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 23 y: 14 w: 35 h: 64
bdy_end:
bdy:
kind: 0 x: 13 y: 43 w: 39 h: 19
bdy_end:
<frame_end>
<frame> 343 blastpush
pic: 107 state: 3 wait: 1 next: 344 dvx: 0 dvy: 2 dvz: 0 centerx: 41 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\020.wav
wpoint:
kind: 1 x: 33 y: 48 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 23 y: 14 w: 35 h: 64
bdy_end:
bdy:
kind: 0 x: 13 y: 43 w: 39 h: 19
bdy_end:
<frame_end>
<frame> 344 blastpush
pic: 107 state: 3 wait: 1 next: 345 dvx: 0 dvy: 1 dvz: 0 centerx: 41 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 23 y: 14 w: 35 h: 64 dvx: 22 fall: 660 bdefend: 660 injury: 75
itr_end:
wpoint:
kind: 1 x: 33 y: 48 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 23 y: 14 w: 35 h: 64
bdy_end:
bdy:
kind: 0 x: 13 y: 43 w: 39 h: 19
bdy_end:
<frame_end>
<frame> 345 blastpush
pic: 108 state: 3 wait: 2 next: 346 dvx: 0 dvy: 1 dvz: 0 centerx: 40 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: 48 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 23 y: 14 w: 35 h: 64
bdy_end:
bdy:
kind: 0 x: 13 y: 43 w: 39 h: 19
bdy_end:
<frame_end>
<frame> 346 blastpush
pic: 109 state: 3 wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 33 y: 48 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 23 y: 14 w: 35 h: 64
bdy_end:
bdy:
kind: 0 x: 13 y: 43 w: 39 h: 19
bdy_end:
<frame_end>
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10-31-2011, 02:10 AM
(This post was last modified: 10-31-2011, 02:53 AM by Hero destroyer.)
Hmm. Comparing to mine, the wait is a bit long, try to reduce the wait or some of the rowing part. If you just row to the ground, he will go to frame 0 so make sure you do it in time. That move is already too long. Maybe you can do it this way, in frame 341, put wait to frame 344(that's where your attack is, right?). Or maybe at the jump put louis to jump higher.
Edit: My bad, it's frame 215 then frame 0.
This place motivates me to become an artist, this place motivates me to learn coding, this place made me grow up, showed me the ways to interact with people. Unlike the old childish of me myself, I've learned a lot and gotten some experiences. For me, it's not just a fan forum, it's a helpful community. From a noob to someone who would think before he speaks, looking back at my old post made me laugh hard, I'm grateful of the differences between these 2 years.
~Thank You All and Farewell
~Goodbye, LFE.
RIP - 14/04/2014
Posts: 1,073
Threads: 38
Joined: Mar 2008
when you land on the ground while in any state other than 100, you will go to the crouch_1 or crouch_2 frames (crouch_2 if you're in state 3 and etc.).
if you use state: 100, then the character will go to frame 94 when he/she lands on the ground provided that the char lands while in state: 100. which means you could start your attack in frame 94.
however, since u're using louis, his frame: 94 is already used coz of his dash attack.
so what you can do is use dvy: 550 and really good frame timings to transition into the move (optimal, but would incur an extra crouch frame at the end of your move), or use adjusting centery's (easiest but a bad solution), or use ik8 with an extra object to make louis change frames in frame 94.
Azriel~
Posts: 45
Threads: 24
Joined: Oct 2010
10-31-2011, 03:19 AM
(This post was last modified: 10-31-2011, 03:24 AM by nwfb1657.)
Thanks for your idea,but are there any ways to make the time gap become more perfect,like making type 3 object to do this move?
um i mean let the air ball do the move,and my char disappear for a while like this?
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10-31-2011, 08:52 AM
(This post was last modified: 10-31-2011, 09:00 AM by Monolith.)
(10-31-2011, 03:19 AM)nwfb1657 Wrote: Thanks for your idea,but are there any ways to make the time gap become more perfect,like making type 3 object to do this move?
um i mean let the air ball do the move,and my char disappear for a while like this?
when he will be close enouught to the ground make in that move dvx: 550 dvy: 550 dvz: 550 then he dont fall on the ground,he will stay in the air.
IM so NOOB
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