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« Reply #2265 on: November 19, 2011, 09:06:27 AM » |
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@Albafika
That's exactly how I planned to do it for Zero as well XD I have a decent idea for coding. The way I was going to do it was have the Neutral B set a variable then instantly transition to Wait1 at frame 0. Then, in the coding for a lot of the subactions (waiting, moving, jumping, some attacks etc) you could have a concurrent infinite loop showing something like this:
If: Bit is Set (the one that is set from when N-B was pressed) Change Action: Whatever (Probably 117) Requirement - Button Not Pressed 1 Add Float Variable (X) +1 End If
Then in the Action 117 (or whatever Action is being used) have the following:
If Compare: Float Variable (X) > about 180 Change Subaction (max charge) Else If Compare: Float Variable (X) > about 60 Change Subaction (2nd charge) Else Change Subaction (1st charge) End If End If
Since the concurrent infinite loop causes a variable increment of +1 every frame, this means 2nd charge should come out after about a second, whilst 3rd should come out after about 3 seconds.
This of course is just a basic outline of how I think it should be structured. It should definitely be possible to do, so I say experiment with shiz. The shot could be based off of Link's arrow (much like how with the old version of Zero by Eldiran, the full blaster shot was based on Link's arrow) with separate external graphics over the top each of the charges.
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« Reply #2266 on: November 19, 2011, 09:17:18 AM » |
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I could try that and see if it works. But first I want to prefect the running and jumping part of the Neutral Special.
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« Reply #2267 on: November 19, 2011, 10:05:47 AM » |
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@Albafika
That's exactly how I planned to do it for Zero as well XD I have a decent idea for coding. The way I was going to do it was have the Neutral B set a variable then instantly transition to Wait1 at frame 0. Then, in the coding for a lot of the subactions (waiting, moving, jumping, some attacks etc) you could have a concurrent infinite loop showing something like this:
If: Bit is Set (the one that is set from when N-B was pressed) Change Action: Whatever (Probably 117) Requirement - Button Not Pressed 1 Add Float Variable (X) +1 End If
Then in the Action 117 (or whatever Action is being used) have the following:
If Compare: Float Variable (X) > about 180 Change Subaction (max charge) Else If Compare: Float Variable (X) > about 60 Change Subaction (2nd charge) Else Change Subaction (1st charge) End If End If
Since the concurrent infinite loop causes a variable increment of +1 every frame, this means 2nd charge should come out after about a second, whilst 3rd should come out after about 3 seconds.
This of course is just a basic outline of how I think it should be structured. It should definitely be possible to do, so I say experiment with shiz. The shot could be based off of Link's arrow (much like how with the old version of Zero by Eldiran, the full blaster shot was based on Link's arrow) with separate external graphics over the top each of the charges.
... Hmm, I totally see what you mean. I feel good I partly understand the code. =D
And it seems KJP is making progress with it.
The shot could be based off of Link's arrow (much like how with the old version of Zero by Eldiran, the full blaster shot was based on Link's arrow) with separate external graphics over the top each of the charges. Could you elaborate a bit more? You're saying we could have the Lv. 2 and Lv. 3 charge with the bow?
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« Reply #2268 on: November 19, 2011, 10:15:26 AM » |
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>.< I'm so close to getting the running+jumping to work. But I'm having dificulties with the jump part.
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« Reply #2269 on: November 19, 2011, 10:15:43 AM » |
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KJP, try thinking out of the box, since ur making a psa for a character with a lot of armor upgrades and stuff, maybe those can get imported over the model, and controlled by a bone, so when u use down-B for example, he starts charging or sumthing and upgrades, or by making 3 kills he upgrades... idk, something new and unique using the importer at ur advantage, im pretty sure samus has some bones that are there but dont controll anything with the import, right??
idk, ive always seen the import function very usefull for movesets, since u can add projectiles and stuff without using gfx
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« Reply #2270 on: November 19, 2011, 10:17:18 AM » |
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KJP, try thinking out of the box, since ur making a psa for a character with a lot of armor upgrades and stuff, maybe those can get imported over the model, and controlled by a bone, so when u use down-B for example, he starts charging or sumthing and upgrades, or by making 3 kills he upgrades... idk, something new and unique using the importer at ur advantage, im pretty sure samus has some bones that are there but dont controll anything with the import, right??
idk, ive always seen the import function very usefull for movesets, since u can add projectiles and stuff without using gfx
We're thinking about this, but first we're trying to finish the main moveset.
And, I feel having the X-Buster charge while running/jumping A attacking is something really unique already.
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« Reply #2271 on: November 19, 2011, 10:18:08 AM » |
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KJP, try thinking out of the box, since ur making a psa for a character with a lot of armor upgrades and stuff, maybe those can get imported over the model, and controlled by a bone, so when u use down-B for example, he starts charging or sumthing and upgrades, or by making 3 kills he upgrades... idk, something new and unique using the importer at ur advantage, im pretty sure samus has some bones that are there but dont controll anything with the import, right?? idk, ive always seen the import function very usefull for movesets, since u can add projectiles and stuff without using gfx I'm not sure if that's possible. :/
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« Reply #2272 on: November 19, 2011, 10:20:28 AM » |
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why not? does samus the X model have any bone that controlls nothing? (shoulder pads, morph ball, idk)
if it has it, the next brawlbox will have a function to assign models to a single bone in an already existing model...
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« Reply #2273 on: November 19, 2011, 05:30:34 PM » |
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>.< I'm so close to getting the running+jumping to work. But I'm having dificulties with the jump part.
Perfect it and i will lick your boots.
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« Reply #2274 on: November 19, 2011, 05:36:05 PM » |
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Perfect it and i will lick your boots. lol. I don't wear boots I prefected the running, but not the jumping. why not? does samus the X model have any bone that controlls nothing? (shoulder pads, morph ball, idk) if it has it, the next brawlbox will have a function to assign models to a single bone in an already existing model... That would be great, but it's not out yet. :/
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« Reply #2275 on: November 19, 2011, 11:57:01 PM » |
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I assume that the MMX PSA is over Samus, so i say, that the UMVC3 model of him has been released and Beyond might do it, over Snake, because he has they both of facial poly's. So im asking if you'll do the PSA to match Beyond's
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Sig by Segtendo. Epic
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« Reply #2276 on: November 20, 2011, 03:07:56 AM » |
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All the charge shot levels can be the bow, by making a model with all three of them overlapping with a bone for each. Then make each charge animation shrink the ones you aren't using.
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« Reply #2277 on: November 20, 2011, 06:18:04 AM » |
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The user Abbi. sent me a PM linking to two pages with great Megaman X ideas. http://s64.deviantart.com/art/SSBB-Moveset-Megaman-X-97742056http://www.gamefaqs.com/boards/928518-super-smash-bros-brawl/43477660I'm not going to directly copy these ideas, but I might use a few of them. I assume that the MMX PSA is over Samus, so i say, that the UMVC3 model of him has been released and Beyond might do it, over Snake, because he has they both of facial poly's. So im asking if you'll do the PSA to match Beyond's The PSA I'm doing is over Toon Link. All the charge shot levels can be the bow, by making a model with all three of them overlapping with a bone for each. Then make each charge animation shrink the ones you aren't using. But the arrow is only assigned to one hit box. And also, I don't want to use up too much file space.
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« Reply #2278 on: November 20, 2011, 06:19:33 AM » |
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But the arrow is only assigned to one hit box. And also, I don't want to use up too much file space.
Change that hitbox into a subroutine, and direct it to a new subroutine containing multiple hitboxes and a bunch of if statements.
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« Reply #2279 on: November 20, 2011, 06:23:33 AM » |
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Change that hitbox into a subroutine, and direct it to a new subroutine containing multiple hitboxes and a bunch of if statements. But then all of the charges would do the same amount of damage. I think I'm just going to stick with the coding I have. But I did use the arrow though.
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