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llyyr

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Posts posted by llyyr

  1. This is an tutorial maybe?

    Okay here is the code i use.

    I will explain codes line by line.

    ;----------------------------------------------------------------------------------

    ; go to fly mode

    [statedef 999] ;< Statedef, this is the process to go in fly from standing.

    type = A ;< Make sure you use A = Air as type

    movetype = I

    physics = N

    juggle = 0

    velset = 0,0

    ctrl = 0

    anim = 999 ;< Enter the anim you want

    ;go up (whether you are in ground or air before you went to this state, you go up)

    [state 0, VelSet] ;< This is for make the character go up till the Anim ends

    type = VelSet

    trigger1 = 1

    x = 0

    y = -3

    [state 0, ChangeState] ;< This Change state is to go to Fly Stand state after you are flying

    type = ChangeState

    trigger1 = animtime = 0

    value = 1000

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly stance

    [statedef 1000] ;< This is fly stance

    type = A ;< Make sure you use A = Air as type

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    anim = 1000 ;< here enter the number of anim which you want as Fly idle

    velset = 0,0

    ;limit for flying up

    [state 0, PosSet] ;< This is to limit the character not to go too high, if you remove it then it won't be fair gameplay.

    type = PosSet

    trigger1 = pos y <= -180 ;< Limit -180 is ideal for it

    y = -180

    ;fly stance float up

    [state 0, VelSet]

    type = VelSet

    trigger1 = gametime%30 = [0,14] ;< This is to make the character float in AIR to make it look more real

    x = 0

    y = -1

    ;fly stance float down

    [state 0, VelSet]

    type = VelSet

    trigger1 = gametime%30 = [15,29] ;< This is to make the character float in AIR to make it look more real

    x = 0

    y = 1

    ;turn

    [state 0, Turn] ;< Simple Turn, When P2's distance is X <-10

    type = Turn

    trigger1 = P2dist X < -10

    ; fly dash forward

    [state 0, ChangeState] ;< This is the command for fly dash forward.

    type = ChangeState

    trigger1 = command = "FF"

    value = 1100

    ctrl = 1

    ; fly dash backward

    [state 0, ChangeState] ;< This is the command for fly dash backward.

    type = ChangeState

    trigger1 = command = "BB"

    value = 1105

    ctrl = 1

    ;fly forward ;< This is the command for fly forward.

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "holdfwd"

    value = 1020

    ctrl = 1

    ;fly backward ;< This is the command for fly backward.

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "holdback"

    value = 1021

    ctrl = 1

    ;fly up ;< This is the command for fly up

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "holdup"

    value = 1040

    ctrl = 1

    ;fly down ;< This is the command for fly down

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "holddown"

    value = 1041

    ctrl = 1

    ;go back to jump/fall state ;< This is the command for jump to ground if you Won in air, you know no one will like to have the win pose in AIR

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = Win = 1

    value = 50

    ctrl = 1

    ;go back to damage fall state ;< If you get hit then this will happen.

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = Life = 0

    trigger2 = roundstate = 3

    value = 5050

    ctrl = 1

    ;go back to fly land state

    [state 0, ChangeState] ;< This is to come down from Fly mode

    type = ChangeState

    trigger1 = pos y >= 0

    value = 1047

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly fwd

    [statedef 1020] ;< Fly walk fwd

    type = A

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    ;anim = 1020 ;< I have commented out the anim because i didn't had an Fly walk fwd so i use the Fly idle Anim for it

    velset = 0,0

    [state 0, Turn]; < Turn

    type = Turn

    trigger1 = P2dist X < -10

    [state 0, VelSet] ;< VelSet or The speed to fly walk fwd

    type = VelSet

    trigger1 = 1

    x = 4

    y = 0

    [state 0, ChangeState] ;< This change state is to go back to the fly idle state if you are not holding fwd

    type = ChangeState

    trigger1 = command != "holdfwd"

    value = 1000

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly bkd

    [statedef 1021] ;< fly Walk Back

    type = A

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    ;anim = 1021 ;< I have commented out the anim because i didn't had an Fly walk back so i use the Fly idle Anim for it

    velset = 0,0

    [state 0, Turn] ;< Turn

    type = Turn

    trigger1 = P2dist X < -10

    [state 0, VelSet] ;< VelSet or The speed to fly walk back

    type = VelSet

    trigger1 = 1

    x = -4

    y = 0

    [state 0, ChangeState] ;< This change state is to go back to the fly idle state if you are not holding back

    type = ChangeState

    trigger1 = command != "holdback"

    value = 1000

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly up

    [statedef 1040] ;< Fly Up

    type = A

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    ;anim = 1040

    velset = 0,0

    [state 0, Turn] ;< Turn

    type = Turn

    trigger1 = P2dist X < -10

    [state 0, VelSet] ;< VelSet for the speed of Fly Up.

    type = VelSet

    trigger1 = pos y > -180 ;< I am using the pos trigger to stop to play the fly up anim when reaching the Limit. (Change the 180 if you have changed the limit.

    x = 0

    y = -4

    ;limit for flying up

    [state 0, PosSet]

    type = PosSet

    trigger1 = pos y <= -180

    y = -180

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command != "holdup"

    value = 1000

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly down

    [statedef 1041] ; Fly down

    type = A

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    ;anim = 1041

    velset = 0,0

    [state 0, Turn]

    type = Turn

    trigger1 = P2dist X < -10

    [state 0, VelSet] ; The speed of fly down

    type = VelSet

    trigger1 = pos y < 0

    x = 0

    y = 4

    ;go back to jump/fall state

    [state 0, ChangeState] ; If you are landing with by pressing "down" then this will take it to the landing state

    type = ChangeState

    trigger1 = pos y >= 0

    value = 1047

    ctrl = 1

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command != "holddown"

    value = 1000

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly landing

    [statedef 1047] ;< Airplane is landing

    type = S

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    ;anim = 1047 ;< I have commented this out because i didn't had an fly land

    velset = 0,0

    [state 0, PosSet] ;< You know PosSet

    type = PosSet

    trigger1 = pos y >= 0

    y = 0

    [state 0, ChangeState] ;< This is to take the character to the Jump Land state.

    type = ChangeState

    trigger1 = Animtime = 0

    value = 52

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly dash forward

    [statedef 1100] ; Fly Dash Fwd

    type = A

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    anim = 1100 ;< Anim to the Fly dash Fwd

    velset = 0,0

    [state 0, VelSet] ;< Speed of Fly Dash Fwd

    type = VelSet

    trigger1 = time = 0

    x = 5

    [state 0, VelAdd]

    type = VelAdd

    trigger1 = 1

    x = 0.1

    [state 0, ChangeState] ;< To stop him

    type = ChangeState

    trigger1 = frontedgebodydist < 2

    trigger2 = command != "holdfwd"

    trigger3 = command = "BB"

    value = 1000

    ctrl = 1

    ;---------------------------------------------------------------------------

    ;fly dash backward

    [statedef 1105] ; The fly dash back is same as the fly dash forward

    type = A

    movetype= I

    physics = N

    juggle = 0

    poweradd= 0

    ctrl = 0

    anim = 1105

    velset = 0,0

    [state 0, VelSet]

    type = VelSet

    trigger1 = time = 0

    x = -5 ;-0.2

    [state 0, VelAdd]

    type = VelAdd

    trigger1 = 1

    x = -0.1 ;-2

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = backedgebodydist < 2

    trigger2 = command != "holdback"

    trigger3 = command = "FF"

    value = 1000

    ctrl = 1

    ________________________________________________________________________________________________

    ;If you want to make the character fly even after getting hurt then make the 5000s state's type "A"

    ----------------------------------------------------------------------------------------------------------------------------------------------------------

    EVERYTHING WHICH IS COMMENTED OUT IS IN RED COLOR.

    I hope this helps, credit to sgn15 because he told me how to code fly.

    TO make Fly Attacks copy the codes and make the type = A.

    And do something like this in you CMD

    ;---------------------------------------------------------------------------

    ;Fly

    [state -1, Fly] ;< This is the Fly code command

    type = ChangeState

    value = 999

    trigger1 = command = "c"

    trigger1 = statetype != C

    trigger1 = ctrl

    ;flying Light Punch

    [state 0, ChangeState] ;< There are fly attacks

    type = ChangeState

    trigger1 = command = "x"

    value = 2000

    ctrl = 1

    ;flying Strong Punch

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "y"

    value = 2100

    ctrl = 1

    ;flying Light Kick

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "a"

    value = 2300

    ctrl = 1

    ;flying Strong Punch

    [state 0, ChangeState]

    type = ChangeState

    trigger1 = command = "b"

    value = 2400

    ctrl = 1

    ;Now an example of the CNS code of the fly attacks:

    ; Fly Light Punch ;< This is an example

    [statedef 2000]

    type = A

    movetype= A

    physics = S

    juggle = 1

    velset = 0,0

    ctrl = 0

    anim = 200

    [state 2000, 1]

    type = HitDef

    trigger1 = AnimElem = 2

    attr = A, NA

    damage = 23, 0

    animtype = Light

    guardflag = MA

    hitflag = MAF

    priority = 3, Hit

    pausetime = 8, 8

    sparkno = 0

    sparkxy = -10, -56

    hitsound = 5, 0

    guardsound = 6, 0

    ground.type = High

    ground.slidetime = 5

    ground.hittime = 11

    ground.velocity = -4

    airguard.velocity = -1.9,-.8

    air.type = High

    air.velocity = -1.4,-3

    air.hittime = 15

    [state 2000, 2] ;< Now this is very important if you don't do this then you will be standing in air

    type = ChangeState

    trigger1 = AnimTime = 0

    value = 1000 ;< In the value add the statedef number of the fly idle to make him fly after the attack finishes

    ctrl = 1

  2. Hey, I have a few questions.

    Does your tutorial teaches the difference between sff and sff2?

    Also, can the Fighters Factory extract images from SFF files? I wanted to extract a few of the ones I got just for size comparison [just to be sure] while I'm doing my own sprites.

    My plan seems to work regarding spritecrafting, but without references, trial and error might be a long road. I can post some small tutorial about this later on, depending on the results.

    lol
  3. Okay, what i have done in it. 1) Extracted Ristar87's sprites then edited it a little. 2) but i have coded it myself (the system.def & others). 3) The life bar Ristar87 or 78 used was the older version, which causes some Crashes, I have download the latest version from the creater's site which is bug free. Is it clear?

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