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« Reply #45 on: August 05, 2009, 08:08:42 PM » |
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Thanks so much segab. its amazing how far ppl have come in their understand only after a couple days with this program. i cant imagine what we all will be making after phantom releases the next version. i was wondering tho with gfx, is a complied list of id's so we can call for the hit fx that are not tied to offensive collision flags? example being that you can apply electric fx to wait1 animation.
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« Reply #46 on: August 05, 2009, 08:10:22 PM » |
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oh and has anyone learned how to loop gfx so we can apply different fx animation to running animation like phoenix mario?
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« Reply #47 on: August 05, 2009, 08:13:29 PM » |
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oh and has anyone learned how to loop gfx so we can apply different fx animation to running animation like phoenix mario?
Thats already been done many times actually.
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« Reply #48 on: August 05, 2009, 08:38:25 PM » |
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I wonder if you'll expand on this Custom Ike?
And I think that formerly broken taunt should be used as an intro. Like Ike's not there for a second, and an explosion appears and Ike appears behind it all and picks his sword up.
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« Reply #49 on: August 06, 2009, 03:16:35 AM » |
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What offsets did you use to make this happen?
Offsets? If you mean subactions, what I did was wipe the subactions for his starting Neutral B and aerial starting Neutral B. Next I gave them different animations and added, hitboxes, timers, gfx, etc. The special script just checks if you're airborne to call the aerial version and if not it calls the ID for the grounded version. I wonder if you'll expand on this Custom Ike?
And I think that formerly broken taunt should be used as an intro. Like Ike's not there for a second, and an explosion appears and Ike appears behind it all and picks his sword up.
Hm, I probably will add some more stuff to this moveset at some point. Right now though I'm shifting my focus on creating custom movesets for the characters in my machinima. But since this Ike here is the only one that will see a public release for a while, I'll probably go back to add new stuff I learned.
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« Last Edit: August 06, 2009, 03:20:13 AM by Dragonrage »
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« Reply #50 on: August 06, 2009, 03:19:35 AM » |
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What offsets did you use to make this happen?
Offsets? If you mean subactions, what I did was wipe the subactions for his starting Neutral B and aerial starting Neutral B. Next I gave them different animations and added, hitboxes, timers, gfx, etc. The special script just checks if you're airborne to call the aerial version and if not it calls the ID for the grounded version. That's more advanced then what I can do. Maybe I'll reverse engineer you pac file.
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« Reply #51 on: August 06, 2009, 03:24:17 AM » |
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That's more advanced then what I can do. Maybe I'll reverse engineer you pac file.
Well, I did steal a lot of stuff from other moves. Like the hitboxes and gfx of the flames are from his old neutral B, just with changed parameters. Hitboxes for the first swing are also from the move which animation I used.
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« Reply #52 on: August 06, 2009, 03:26:33 AM » |
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That's more advanced then what I can do. Maybe I'll reverse engineer you pac file.
Well, I did steal a lot of stuff from other moves. Like the hitboxes and gfx of the flames are from his old neutral B, just with changed parameters. Hitboxes for the first swing are also from the move which animation I used. Nice. The hitboxes are the x and y variables in the attack. Right?
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« Reply #53 on: August 06, 2009, 03:37:53 AM » |
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Yeah x and y are the distance from the characters pivot point on their respective axis. I only changed the x paramter, moving it by 500000 for every new flame. Same needs to be done for the gfx or else they don't match up.
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« Reply #54 on: August 06, 2009, 03:48:49 AM » |
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I didn't know graphics had hitboxes. You also made the fire sink if you used it in the air. Did you make it do that? Or was it just the game's physics?
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« Reply #55 on: August 06, 2009, 03:59:09 AM » |
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Nah the graphics don't have hitboxes but they have those coordinates as well to determine how far from the character they are displayed.
About the aerial version, I was wondering why this happend myself. Cause I didn't specify anything like that. But when you think about it it's really simple. I made the game wait about 1 frame before it generates a new flame (gfx+hitbox) and since I did not change the y offset every flame is at the same height compared to Ike's body.
So what does that mean? Simply the moment the next flame comes out Ike already has fallen a bit so the flame will come out according to Ike's current height.
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« Reply #56 on: August 06, 2009, 04:04:33 AM » |
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I guess that makes since. Thanks for all the info 
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« Reply #57 on: August 06, 2009, 01:44:04 PM » |
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Ike has great opportunities for great custom movesets. I do hope you'll surprise us with something incredible soon.
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- There are only 10 types of people in this world. Those who understand binary, and those who don't -
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« Reply #58 on: August 06, 2009, 04:52:40 PM » |
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I've started working on one of the Soul Brawl characters today and his B move turned out rather awesome. Just wanted to share that pic with you guys, whoever guesses what character (as in Brawl character) that is wins a cookie xD  Ike has great opportunities for great custom movesets. I do hope you'll surprise us with something incredible soon.
Thanks, I hope I can add some cool stuff to my public Ike set soon, just need to figure out some stuff. I'm also really looking forward to the stuff you'll be doing your Shadow already looks hella promising.
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« Last Edit: August 06, 2009, 04:53:41 PM by Dragonrage »
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« Reply #59 on: August 06, 2009, 05:12:48 PM » |
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Is that, Squirtle?! 
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- There are only 10 types of people in this world. Those who understand binary, and those who don't -
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