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RobotMonkeyHead

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Everything posted by RobotMonkeyHead

  1. Awesome! I was hoping someone was going 1.1 this stage. Thanks Ryoucchi! If anyone's interested, here's a custom "remix" of a Perfect Circle song I did for this stage. I essentially just took this song (Count Bodies Like Sheep to the Rhythm of the War Drums) and layered in a helicopter sound with it's speed set just right so the chops of the propeller are on beat with the song. I know a lot of people don't like songs with lyrics for their bgms (and if that's you, skip this one) but I really like the way it goes with the stage myself.
  2. @Clownman: Cool, I'll check those bob-omb sprites out. For the Warioman intro, if anyone else wants to produce the sprites I'll use them, but don't think I'm up for adding sprite creation to my current work load. Progress Update: Max Fastosity Dasherator hyper is finished, save for sparks / dust / explosion etc. Here's a quick video preview.
  3. @Clownman, thanks, I don't have that one added yet, but it def will be :) @SPRI YAR ZON, I haven't started on the bomb moves yet. I'm still not entirely sure what to do for them actually. Any ideas for the bob-omb moves are welcome at this point. Some ideas so far: __/ Hypers 1) Wario stomps or whistles or does some sort of call, and a bunch of bob-ombs start parachuting in from the top and marching in from the sides. 2) Wario throws about 15 bob-ombs rolled up into one big ball, which all explode at once if they hit the opponent, or of it hits the ground it breaks apart into a bunch of individual bobombs all running around. __/ Supers: 1) QP: Wario sets down a bob-omb where he's standing which starts walking. MP: he rolls one like a bowling ball. SP: He throws one in an arc which slides a little then begins walking. 2)All punch buttons toss a bob-omb at a different arc, which explode when they hit the ground. If anyone's feeling contributing more to this project, here's a list of some things Wario could use: 1) Any ideas for win quotes. 2) A Warioman flying sprite in the same size and scale as this Wario. (For an an intro) 3) A new large portrait, and any custom large portraits for various screen packs. 4) A new small portrait. Progress Update: Max Fastosity Dasherator hyper is finished except for the hitdefs. It's now quite a bit easier to jump off the opponents head. Minor fix, so when jumping over opponent and continuing in that direction, he no longer turns then turns back to walking, he just keeps facing the same direction. And one final thing, I was thinking of doing Wario's damage scaling identical to SF4. What do you guys think?
  4. Your assumption is correct :) Any time, I don't mind at all. I can't promise I'll be quick, I'm away from my computer for days at a time sometimes, but I'll do my best to answer whatever it is. And Ryon, I just might take you up on that some time as well, if you don't mind ;)
  5. hahaha ok I'll tell ya what, if you ever want to summon me to your wip thread just write @RobotMonkeyHead (not sure why it has to be the first thing on the line in order to work) and ask a question. It'll show up in my notifications and I'll go to your thread and do my best to answer it. That's about as Obi Wan as I can do for ya ;D
  6. Good question. Invincible? Not sure... maybe he can only be hit by other hypers (taking 2/3 damage from them)? Slide attack? Definitely.
  7. It just fades in directly behind Wario and fades out after it launches him, or after it's hung around for about 10 seconds without being used. Similar to the Flaming Wario and Snowman Wario, it only takes a little bit of power to summon the Dasherator itself. Once it's used, Wario's power drains as he's running back and forth. You can summon it at level 1, but if you choose to keep running back and forth, it's possible to use up your entire meter. Characters can walk through it, or attacks can go through it. At first I actually had it coded so nothing could pass through it but it just felt too "in the way" like less of a tactical advantage and more of a hindrance. Like many of the other interesting variables, there is a hashtag that allows you to at least change the amount of time it hangs around for easily. List of hashtags in the config file of course. A system I'm actually a little proud of :) That line looks something like this. time = 600 ; <- #Length of time Dasherator is present. (in 60ths of a second) Also, here's a look at a few new processed gifs. Squeezing into Dasherator New win pos
  8. Thanks guys, it's really nice to hear :) @Clownman, right now I use a mix of the sprite sheet you posted, and another sprite set which has the aligned sprites. I've got a couple you-tube videos in line to rip voices from. We all had a discussion about which game(s) to take his voice from a little while back. I forget what we settled on, but I'll read back and find out when the time comes to do the sounds. Progress update: Almost finished with the Max Fastosity Dasherator hyper. Again, almost identical to source (sprites, tics, rotation angels). Pressing the command for the hyper just causes the Dasherator to appear, and both characters can jump on and off of it seamlessly. Jump on it and press down (a la Wario Land) to enter the dasherator and begin the hyper. Once it fires, if the other player is standing on it, they're knocked off. Wario will be able to run back and forth until he hits a wall, or has used up a certain amount of his power meter (which will slowly drain). The reason for this set up is the general tactical advantages provided for Wario both in terms of additional jump height and staying off the ground. An example of this might be when facing certain bosses (Red Dragon, Abyss) where a really high jump height can come in handy.
  9. Yea a lot of the time, time % x = 0 is my goto as well XD --- in case an explanation turns out to be helpful for someone reading this at some point in the future: The reason for using 'persistent' here is that the attack anim is triggered at some random point within the same state. Using time wouldn't work because there's no saying how long this state is going on before the attack anim kicks off. I would have used trigger = anim = x && animelemtime(1) % 24 = 0 but the animation loops more quickly than 24 frames, and I didn't want it to hit once per loop, but instead once every 24 tics from when it started. On top of that the animation changes during the entire sequence. The sequence of attack animations is triggered by the root being in a particular state, so I just triggered the hitdef with the roots state and used 'persistent' to retrigger it once every 24 frames from there. I realize it's kind of a mind fuck, but hopefully someone reading this finds it helpful at some point :)
  10. Thanks Whiplash , that's been helpful so far. I've made a couple adjustments to Cyanide and Алескей's suggestions that have been effective so far and might interest you, I'm not sure. For starters, to prevent the image from jittering, instead of making two separate helpers for the hitbox and image, I just used a single helper for the hitbox and had it use an explod to produce the image, which is not bound to it's position. Not that it matters all that much, just struck me as a tiny bit more efficient. Secondly to make p1 not be able to walk through the box, instead of having the helper trigger a variable , I just wrote the following code in p1's state -2, which worked just fine with no variable necessary: 80 is the boxes height and 60 is the horizontal distance between the p1s axis and the boxes axis. [State 0, PosSet] type = PosSet trigger1 = numhelper(2400) trigger1 = abs(pos x - helper(2400), pos x) < 60 && pos y > -80 x = helper(2400), pos x + 60 * (1 - 2 * (pos x < helper(2400), pos x)) I'm still plugging away at it tho, if I come up with anything else that might be of interest to you I'll be sure to post it here.
  11. Looks like a typo in the Hosting Services free. There's no way 6 and 12 months are the same price, and 24 months is more than twice the price of 12 months :)
  12. No, it's not. If persistent isn't 0 or 1 it causes the trigger to activate once every nth occurrence of its truth value. It's a logical truth modulation function, similar to the mathematical %.
  13. Battletoads Double Dragon was easily one of the best NES games made too, imo. Goes from side scrolling (with depth movement) to racing to side scrolling (no depth movement) to a space shooter style, some primitive parallax in a few levels. That game had so much going on in it, if they recreated something like that now... I can't even imagine.
  14. Well, I can't take credit for creating the sprite (maybe a little for the moving funnel part, that I had to make). I just downloaded a wii emulator that has a sprite dump function, and a Wario Land shake it rom, so the sprites are all direct from the game. I use that to screen capture each frame to get the motion, angels, effects right too tho. In mugen, the dasherator has animated lights, and rotates / wobbles when it fires. FF doesn't export rotation angles or overlays to the gifs tho. That's actually how I got the Snowman hyper accurate too. I screenshot every single frame of the snowball, load it into gimp, overlay the snowball sprite, and get each rotation angle for each frame exact, as well as its position. It's fucking painstaking time heavy work, but in the end it winds up looking almost identical to the source, which is what I'm after in these instances.
  15. I've created a helper that's a large box. It has a default blue clsn box, and I'd like to make it so neither character can walk through it, but instead either can jump and land on top of it. Any idea how this could be done? For the landing on top part, it seems like I could take care of this with a red clsn box that triggers a standing type state, and sets the y pos. I'm still not sure about the walking through it part. If there's a way to take care of both things in a single shot, that would of course be ideal.
  16. The sparks, and sounds are commented as "not added yet", because the character this came from is currently under construction, but they will be there in the end. Even when absent, however, they default to the players constants (as noted in the op), so this hitdef would actually have them, be they random and misaligned as all hell. As for the trigger, this came from a helper that stays in a single state while its root / parent goes through a number of different states which each trigger various animations and hitdefs in the helper in this way. Your point is solid tho, I could have used a simpler example for a demo's sake. Here's what the one above would look like if I'd taken that into consideration: [State 0, HitDef ] type = HitDef trigger1 = animelem = 6 damage = 75, 5 attr = SCA, HA hitflag = MAFD guardflag = MA priority = 7, Hit p1sprpriority = 5 sparkxy = 40, 20 sparkno = 6300 hitsound = S10, 1 guard.sparkno = 6340 guardsound = S20, 1 ground.velocity = -6, -12 air.velocity = -6, -12 fall = 1 fall.recover = 0 persistent = 24
  17. Dhillon521 just joined the beta testing team. Thanks for gettin in on this, looking forward to hearing some fresh feedback / ideas. --- AxSeeker & Ballsdeep69: Yea I might pillage a few sfx from Mario Kart. What was his special in that anyway? --- Ballsdeep69: I've got his motorcycle in there right now as a special (under construction at the moment). Charge back, forward and punch, he rides forward on it and wheelies. His "waft" has also been added as an alpha counter. He eat's opponents projectiles, and when he does, a garlic meter appears over his head, adding 1 clove (up to 9 max) per projectile. The fart is coded as an alpha counter, and its force / damage is determined by the garlic meter. He also has a belching Garlic Breath hyper that uses up the garlic meter which determines the size and travel of a green cloud. If it connects it turns the opponent green and dizzy while their life drains. I really do appreciate the suggestions tho. Any ideas are more than welcome at this point. Glad you dig the run too, I gotta say it looks pretty good in action too :) Here's a quick look at the Max Fastosity Dasherator I've thrown together over the last couple days. The moving part had to be hand done, because the game just used some algorithm to bend / deform the original sprite. Came out decent imo. Took a screenshot for every frame of it's workings, loaded them into gimp, and worked very closely to recreate it as similar as possible to the original. In game it has some rotation to it to make it rock as he fires out of it (exact angles / tics used in the game for that as well).
  18. Ok well, the door remains open for suggestions at any point if you change your mind. I like Warner's version quite a bit. I don't see any reason to consider multiple versions of the same character as a competitive sort of thing at all anyway. They're just 2 versions, and the more options for people the better. I wouldn't even worry about people taking it that way if I were you, but that's just me. Anyway on another note, I'm thinking about changing the normal dash animation, unless everyone is really against it. The new one is custom frankensprite work by either Ax, Flammableking, or Set555, realigned by myself to match the "Flaming Wario Run" from which it was borrowed. New Old Also progress update: Garlic Breath Hyper is finished. Sprites are ripped for the Max Fastosity Dasherator hyper, starting coding on that tonight. Added horizontal control to Wustache Twister by holding directionals.
  19. Sure thing. Here's an example of the hitdef for the rolling part of Wario's Snowman hyper. Notice literally every single unnecessary thing is gone, because I knew what its default was, or what other variable it depended on so I could delete it without worry. That usually takes less than 2 minutes. I also trim off the section labels and usually the comments. Once I have it down to just the variables I need, working with it is cake. :) [State 0, HitDef for Rolling Attack] type = HitDef trigger1 = root, stateno = 2105 damage = 75,10 attr = SCA, HA hitflag = MAFD guardflag = MA priority = 7, Hit p1sprpriority = 5 sparkxy = 0,0 ;sparkno = ; not added yet ;hitsound = ; not added yet ;guard.sparkno = ; not added yet ;guardsound = ; not added yet ground.velocity = -6, -12 air.velocity = -6, -12 fall = 1 fall.recover = 0 persistent = 24
  20. Thanks, I'm happy to hear someone else finding this useful too :) I might do the same thing for Projectiles, Explods and Helpers soon, so if ya like this, keep an eye out. Thank you :) I actually wind up with much smaller more efficient hit defs this way. Relatively tiny actually. Everything's set to it's default, so the first thing I do after I paste this is delete every line I don't plan on messing with (including the section labels and comments). In the OP, that's what I meant by "it trims down to next to nothing (or the bare minimum anyway) very quickly and easily." Starting with all the variables is just so you can see all the options off the bat, and the grouping makes it easy to eliminate huge chunks at a time.
  21. Here's a fun little coding story. So I'm trying to code a cloud of garlic breath that makes the opponent dizzy for a certain amount of time, depending on how many projectiles Wario's eaten (his garlic meter). Seems easy enough, right? Fucking wrong. So at first I'm like, ok I'll just redirect the trigger to Wario's var(42) which is the garlic counter, and use that to get the value for how long they should stay dizzy. Nope. I gotta transfer Wario's var(42) to the burp cloud helper's var(42) as soon as it launches out of his face, in case Wario decides to burp more than once in the span of a couple seconds. Ok, so I'll just reference the burp cloud helpers var(42) to get the dizzy time, right? No again. The opponent can't redirect a trigger to Wario's helper apparently, only to his own helpers. The plot thickens... I try spawning x number of explods, where x is the value of var(42), so this way the opponent can just count numexplods(id) = what ever the fuck. Nope. Either it won't work because of the custom state, or it just won't work. I'm not dwelling on it. At this point, the opponent is in a custom dizzy state, which ends when the timer hits x. x has to be determined by the burp cloud helpers var(42). The opponent can't 'trigger redirect' to the helper and can't count Wario's explods, so I have to get that data in to the opponent somehow on the hit def. My first move was to go for the hit velocity, set it to var(42), set the opponents physics to neutral, and correct the position with posadd x = -vel x. No good. The hit velocity won't transfer through to the custom state that the hitdef puts the opponent in. Why? At this point why anything. My next move is to have the opponent try to make a helper and use one of it's constants (size.height) to store the var(42) value. Of course the helper spawned by the opponent winds up using the opponents state/anim data, not Wario's states, so that's out because I can't destroyself the helper. Shit. Finally I realize that the ONLY variable that I can alter to smuggle in the var(42) data is the actual custom stateno that the hitdef puts p2 into. Seeing as var(42) is only a value from 1-9 at this point I'm like fine, fuck it, I just make 9 different states that the hitdef puts the opponent into depending var(42). It winds up looking like p2stateno = 2320 + var(42). Then each state is simple as shit, just sets the x velocity to equal its own stateno - 2320, so the opponents vel x is finally fucking equal to var(42). Then it changes to the damn dizzy state, where I use a combination of 'Physics = N' and 'Posadd x = -vel x' to hold the position, while using that 'vel x' to reference the garlic counter's value that was in var(42). Finally fucking works. Hot damn crazy ass work around much? And the worst part is this whole time I know somewhere in the back of my mind there's probably a piece of cake way to do this whole thing. I'm still sure there is. Damn it in advance. I think I need a cold shower. tl;dr Coding is a bitch sometimes. Feel like Wiley fucking Coyote building some monstrosity of a contraption to do the simplest little thing.
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