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Bugged special attack
#1
For some reason, the kamehameha wave I made is bugged. This is what happens:
- The wave hits, but the opponent sometimes flyes towards the wave instead of being thrown back by it
- I set vrest: 90, but the wave often hits multiple times anyway

    DC-Code:
<bmp_begin>
file(0-9): sprite\sys\superkame.bmp w: 501  h: 138  row: 2  col: 5
file(10-18): sprite\sys\kame_down.bmp w: 82  h: 280  row: 9  col: 1
file(19-24): sprite\sys\flashes.bmp w: 228  h: 152  row: 2  col: 3
file(25-27): sprite\sys\flashes2.bmp w: 300  h: 149  row: 1  col: 3
file(28-30): sprite\sys\aura.bmp w: 108  h: 104  row: 3  col: 1
file(31-33): sprite\sys\flashes3.bmp w: 450  h: 223  row: 1  col: 3
file(34-51): sprite\sys\kamelight.bmp w: 751  h: 751  row: 6  col: 3
file(52-53): sprite\sys\ssjgoku_shade.bmp w: 79  h: 79  row: 2  col: 1
file(54-56): sprite\sys\flashes4.bmp w: 375  h: 188  row: 1  col: 3
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
 
 
<frame> 0 flying
   pic: 8  state: 3005  wait: 1  next: 1  dvx: 21  dvy: 0  centerx: 90  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 0  y: 51  w: 275  h: 33  dvx: 21  dvy: -6   fall: 70  vrest: 90  bdefend: 70  injury: 50 zwidth: 12
   itr_end:
   itr:
      kind: 0  x: 276  y: 12  w: 149  h: 110  dvx: 29  dvy: -8   fall: 70  vrest: 90  bdefend: 70  injury: 90 zwidth: 20
   itr_end:
   bdy:
      kind: 0  x: 0  y: 12  w: 275  h: 33
   bdy_end: 
<frame_end>
 
<frame> 1 flying
   pic: 9  state: 3005  wait: 1  next: 999  dvx: 21  dvy: 0  centerx: 90  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 0  y: 51  w: 275  h: 33  dvx: 21  dvy: -6   fall: 70  vrest: 90  bdefend: 70  injury: 50 zwidth: 12
   itr_end:
   itr:
      kind: 0  x: 276  y: 12  w: 149  h: 110  dvx: 29 dvy: -8   fall: 70  vrest: 90  bdefend: 70  injury: 90 zwidth: 20
   itr_end:
   bdy:
      kind: 0  x: 0  y: 12  w: 275  h: 33
   bdy_end:
<frame_end>
 
<frame> 10 hiting
   pic: 5  state: 3001  wait: 1  next: 11  dvx: 0  dvy: 0  centerx: 90  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 11 hiting
   pic: 3  state: 3001  wait: 1  next: 12  dvx: 0  dvy: 0  centerx: 94  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 12 hiting
   pic: 1  state: 3001  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 94  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 20 hit
   pic: 5  state: 3002  wait: 1  next: 21  dvx: 0  dvy: 0  centerx: 90  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 21 hit
   pic: 3  state: 3002  wait: 1  next: 22  dvx: 0  dvy: 0  centerx: 94  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 22 hit
   pic: 1  state: 3002  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 94  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 30 rebounding
   pic: 5  state: 3002  wait: 1  next: 31  dvx: 0  dvy: 0  centerx: 90  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 31 rebounding
   pic: 3  state: 3002  wait: 1  next: 32  dvx: 0  dvy: 0  centerx: 94  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 32 rebounding
   pic: 1  state: 3002  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 94  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
 
<frame> 120 flying
   pic: 0  state: 3005  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 90  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 0  y: 12  w: 237  h: 112  dvx: 21  dvy: -6  vrest: 90  fall: 70  bdefend: 70  injury: 8 zwidth: 12
   itr_end:
<frame_end>
 
<frame> 122 flying
   pic: 2  state: 3005  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 90  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
      itr:
      kind: 0  x: 0  y: 12  w: 297  h: 112  dvx: 21  dvy: -6  vrest: 90   fall: 70  bdefend: 70  injury: 8 zwidth: 12
   itr_end:
<frame_end>
 
<frame> 124 flying
   pic: 4  state: 3005 wait: 2  next: 1000  dvx: 0  dvy: 0  centerx: 90  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 0  y: 12  w: 353  h: 112  dvx: 21  dvy: -6  vrest: 90   fall: 70  bdefend: 70  injury: 8 zwidth: 12
   itr_end:
 
<frame_end>
 
<frame> 126 flying
   pic: 6  state: 3005  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 90  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 0  y: 12  w: 174  h: 101  dvx: 21  dvy: -6  vrest: 90   fall: 70  bdefend: 70  injury: 8 zwidth: 13
   itr_end:
 
   itr:
      kind: 0  x: 175  y: 12  w: 93  h: 34  dvx: 21  dvy: -6  vrest: 90   fall: 70  bdefend: 70  injury: 8 zwidth: 13
   itr_end:
   itr:
      kind: 0  x: 269  y: 12  w: 138  h: 112  dvx: 29 dvy: -8  vrest: 90   fall: 70  bdefend: 70  injury: 10 zwidth: 20
   itr_end:
<frame_end>
 
<frame> 127 flying
   pic: 7  state: 3005  wait: 1  next: 999 dvx: 21  dvy: 0  centerx: 90  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
    itr:
      kind: 0  x: 0  y: 43   w: 94  h: 51  dvx: 21  dvy: -6  vrest: 90   fall: 70  bdefend: 70  injury: 8 zwidth: 13
   itr_end:
 
   itr:
      kind: 0  x: 95  y: 12  w: 191  h: 34  dvx: 21  dvy: -6  vrest: 90   fall: 70  bdefend: 100  injury: 8 zwidth: 13
   itr_end:
   itr:
      kind: 0  x: 269  y: 12  w: 138  h: 112  dvx: 29 dvy: -8  vrest: 90   fall: 70  bdefend: 100  injury: 10 zwidth: 20
   itr_end:
<frame_end>


In the above data, I left out all the non-kamehameha frames, but you can see there are plenty of sprite sheets used in one data file. The data file is pretty full. I thought this might be the cause of the problems, but I also tried using less frames and the problems still occur.

Does anyone know what the cause could be?
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Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#2
is this happens only when enemy is facing towards kamehame or when enemy showing his back to kamehame?
http://sketchtoy.com/49120290
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#3
(08-27-2013, 10:43 AM)EXG9 Wrote:  is this happens only when enemy is facing towards kamehame or when enemy showing his back to kamehame?
http://sketchtoy.com/49120290

Both
Guess who's back? It's Nino! With a 2025 update

Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#4
(08-27-2013, 10:39 AM)Neocrypt Wrote:  - The wave hits, but the opponent sometimes flyes towards the wave instead of being thrown back by it
Skimming over it, I can't see anything that's terribly wrong regarding this case. What you could do is trying to tinker with the effects, although that seems pointless :p
What I am unsure about right now is the case with the multiple itr's. Can you reproduce the case where the opponents fly into the wrong direction? Especially in terms of their position relative to the attack itself.

(08-27-2013, 10:39 AM)Neocrypt Wrote:  - I set vrest: 90, but the wave often hits multiple times anyway
I'm gonna take a really wild guess (and am most likely wrong on that one) and say that it's because of the multiple itr's. Would nuking all but one itr-block per frame solve it?


(08-27-2013, 10:39 AM)Neocrypt Wrote:  there are plenty of sprite sheets used in one data file.
Iirc, the limit was 10 bitmaps per data-file, so you're fine.
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

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

» Gallery | » Sprites | » DeviantArt
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#5
(08-27-2013, 02:28 PM)Blue Phoenix Wrote:  
(08-27-2013, 10:39 AM)Neocrypt Wrote:  - The wave hits, but the opponent sometimes flyes towards the wave instead of being thrown back by it
Skimming over it, I can't see anything that's terribly wrong regarding this case. What you could do is trying to tinker with the effects, although that seems pointless :p
What I am unsure about right now is the case with the multiple itr's. Can you reproduce the case where the opponents fly into the wrong direction? Especially in terms of their position relative to the attack itself.

(08-27-2013, 10:39 AM)Neocrypt Wrote:  - I set vrest: 90, but the wave often hits multiple times anyway
I'm gonna take a really wild guess (and am most likely wrong on that one) and say that it's because of the multiple itr's. Would nuking all but one itr-block per frame solve it?


(08-27-2013, 10:39 AM)Neocrypt Wrote:  there are plenty of sprite sheets used in one data file.
Iirc, the limit was 10 bitmaps per data-file, so you're fine.

[Image: kameitr_zps00f54243.png]
(picture: the two ITRs. Don't get confused by the numbers: number 1 is the 2nd ITR in the data and number two is the 1st ITR in the data.. sorry :P)

It seems every head-on confrontation with the beam goes well (hitting from either front or back), and every hit with the beam's tail launches the opponent up in the air and a little backward.

I got two versions of LF2.
Now, the weird thing is: I don't have this problem in my customized version, but I DO have this problem when I install Goku in the original LF2 v2.0a.. both versions use the same data. So it seems this may be some other problem than data?
Guess who's back? It's Nino! With a 2025 update

Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#6
O.o your customized version has exe changes? try installing in more version and maybe even in 1.9 version. perhaps you forgot any file or sth (even i dont see any opoint :p)?
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#7
(08-28-2013, 04:49 PM)empirefantasy Wrote:  O.o your customized version has exe changes? try installing in more version and maybe even in 1.9 version. perhaps you forgot any file or sth (even i dont see any opoint :p)?

There are no exe changes in the customized version. Also, problems occur when I install him in the original LF2, not in the customized...
Opoints are used in ssjgoku.dat and link to frames of the file I included: first 120, than 122, 124, 126, 127, and the beam is actually "fired" with the opoint linking to frame 0.

The problems can not occur due to a data file that I might have forgotten, there's not opoint linking to an "extra" ITR or whatever... It's just either this file and this ITR that is causing problems, or there might be a problem of somewhat bigger magnitude perhaps...

I'm clueless
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LF2 Timelapse (open source mod)

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#8
Sorry for bumping, but is there anyone who has any idea what the problem could be=
Guess who's back? It's Nino! With a 2025 update

Original character edits
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LF2 Timelapse (open source mod)

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#9
(09-15-2013, 03:37 PM)Neocrypt Wrote:  Sorry for bumping, but is there anyone who has any idea what the problem could be=

The downloadable Goku has this problem? I can download the char and test it out.

EDIT: I have no idea what's wrong with it. I changed your 2 frames to my vegito's super kamehameha and it works fine.
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#10
(08-27-2013, 10:39 AM)Neocrypt Wrote:  - The wave hits, but the opponent sometimes flyes towards the wave instead of being thrown back by it
Sounds a lot like an explosion effect (direction depending on the hit objects position). You don't seem to have any of that in your data and the problem doesn't occur when loading it in another game so we have to assume you broke your loading sequence on the game that has the problem somehow.

Are both game data.txt files clean (loading no other custom data except this character)? Also are you loading both in the same spot (same objects order inside the data.txt)?
Do you use a certain id?
In my experience you can easily achieve some stack overflows by trying loading too many things (bitmaps/object, itrs/frame). The overflow is then written into the next slot of the games memory - which could cause these itrs to have effect 23. (this stuff isn't strictly limited to a single object - it can also happen due to loading problematic objects in a certain order - changing it can sometimes fix things)

Does the problematic itr play a burning sound when hitting someone backwards? Could you check out the itr effects with the AI debugger?

(08-27-2013, 10:39 AM)Neocrypt Wrote:  - I set vrest: 90, but the wave often hits multiple times anyway
Very high vrests often don't correspond to how you would expect them to scale up from the line up of lower values (see vrests on freeze whirlwind for example: 100 and 200). Better use something like 25.
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