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Posts posted by RobotMonkeyHead
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Looks great! Game play looks solid, and animations are tidy. Plus, gotta love the nostalgia :)
Downloaded. -
Is the link in the first post the beta with all of the added things? Or, are you still working on adding all final touches at once? Also, I ran into a winpose where he kept going into his grab animation. Was that intentional?
The link that's up is the beta with all the changes described in the first post. Anything added since then, parry, alpha counter, focus attack, throw chains, are not in that version. I'll upload a beta.2 once I finish the air throws and revamp the hypers. The win pos you're talking about is just a temporary 2 frame "dance". That I added for fun. It won't be in the final version.
I like the progress you made... so these throws you mentioned to me. Are these normal throws or special throws? Because in the conversion thread, the characters there can Tech Hit cancel normal throws.
Thanks. These are normal throws, which a Tech Hit escape would be very appropriate for, seeing as they can be chained into one another.
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Finally found some decent free screen capture software, and made a google-tube account. So here's a demo of the throw chaining, which requires good timing, and will not do as much damage as it does in the video. Also don't mind the sound issues.
https://www.youtube.com/watch?v=amePdLyB7Hw&feature=youtu.be
4 ground throws, each of which can be chained only into the next in the sequence:
1) Spin QP + MP
2) Roll MP + SP
3) Slam MK + SK
4) Toss QK + MK
- Moltar, Sonicthexzon and DarkWolf13
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All 4 ground throws done. Spin, Roll, Toss and Slam. They can be linked into each other with careful timing. Once the air throws are done, they will be able link into the ground throws as well. Throw linking can be toggled in the config file.
Trying to find a good free screen recorder for mac so I can post a video update... -
I like how the mountains don't move vertically when the camera scrolls up. Gives you a real sense of the height when the players are jumping. This is looking great so far.
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Damn, that's lookin good. I'm not really a wrestling fan but seeing as no one else is posting feedback on this, here goes.
Pros
-The double shadows from the ring posts and ropes look hot. Multiple light sources accounted for is a nice touch.
-The ref is animated, and to scale with the players.
- Crowd looks good. Animated but everyone's not 2 frame fist pumping.
- Ring is a decent scale- The big screen in the background livens it up a lot.
Suggestions:
-A little more occasional "bigger movement" on the refs part might be nice, but it's looking good either way.-The real people on the big screen sort of clash with the animated characters, but it definitely adds a more
realistic wrestling feel to the stage. Especially with the right music.
- you could try filling up some of the empty black space in the background with static light burst effects to imitate more stage lighting.
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The art looks decent, but the animation could use a little work, like Trin said.
Try slowing it down a bit, getting the foot position (particularly the toes) to stay in place, and adding just a little bit of arm movement in there. Maybe some breathing, by expanding the body just a tiny bit.
Right now it looks like you have 3 frames, in the order 1,2,3,2 loop. Try going for 5 frames. Make a frame between 1 and 2, and another one between 2 and 3. It's not too hard, just go back and forth between the 2 your working with and create a sort of "average" frame by just cutting pieces up and moving them a tiny bit. Once you got your in between frames, just do the same thing with the frame order. 1, 1.5, 2, 2.5, 3, 2.5, 2, 1.5 loop.
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I put the -1 chunk below the combo condition check and the commands under 2/3 Button Commands (if that part matters since they actually work already for you).
And np
Hmmm.. I've tried putting the code I posted at the top of the changestate section in the cmd so no other commands would get in the way. I also tried erasing all other change states in the command file except for the ones I posted and I still get the bug.
Are you sure you aren't experiencing keyboard ghosting instead? I don't remeber what the default keyboard layout is or what you've changed the controls to but for example I can't hit Z & X simultaenously with the down or right arrows on my laptop.
What's keyboard ghosting? I haven't changed the controls, but the symptom does sound similar.
EDIT: Yea I'm gonna go with ghosting on this one. The description just fits too perfectly.
Here's a link that explains what ghosting is and how it works.
http://www.microsoft.com/appliedsciences/antighostingexplained.mspx
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What rearranging did you do in the -1 code? Thanks for testing this out, btw.
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After many hours of trying to narrow down a particular bug, it turned out to be either a bug in the mugen engine itself, or in the program I'm using to run it. if someone would be willing to help, I can figure out which.
I run mugen on a mac using crossover which simulates a minimal windows environment inside what it calls a "bottle".
The bug is: using the button combination "a+b" while holding a directional as a trigger. This is apparently impossible on my computer, even with Kung-Fu Man, as trial and error eventually showed.
I'm hoping that someone else can open up Kung-Fu Man in Fighter Factory and input this bit of code to test the bug out. Preferably somebody running Windows, rather than Mac OS X.
_____________/ In the commands section of the .cmd file add
[Command]
name = "x1"
command = a+b
[Command]
name = "x2"
command = b+c
_____________/ In Statedef -1 in the .cmd file add
[state -1]
type = changestate
trigger1 = command = "x1"
trigger2 = command = "x2"
value = 40
When you play as Kung-Fu Man with that bit of code added, a+b or b+c should make him jump. However on my computer, if you're holding either forward, back or down, only b+c will make him jump. a+b will do nothing.
If anyone else is able to reproduce this in a Windows environment, it seems the bug is in the mugen engine itself. Otherwise it's probably the Windows simulation program I'm using to run mugen.
Any takers?
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Turned the Windup Punch into a focus attack a la SF4. Hold both mediums to charge it for up to 3 levels of charge. Each level is marked by a quick palette flash and the addition of dust / blue wind respectively.
Level 1 crumples opponent only on a counter attack, otherwise it's just a guardable knock back.
Level 2 crumples the opponent on hit, but can also be guarded.
Level 3 crumples opponent on guard, but (one of the differences from SF4's mechanics) on a hit it sends the opponent flying / bouncing off the wall.
For the crumple animation I used Dizzy > Stand to Crouch > Hit Hard Crouching > Recover Hard Crouching > Lie Down.
Most ground specials (no hypers) and all basics do cancel into the focus attack, and the focus attack cancels into dashes which can be used to get close to the crumpling opponent before they fall, or to pull off focus canceling combos.
Differences from the SF4 focus attack mechanics are that the move doesn't automatically trigger after holding the buttons for long enough and there's no super armor / hit absorb. I figured the no armor was a fair exchange for the better timing (no auto trigger), parry and alpha cancel, seeing as it sort of works in place of those mechanics anyway.
So parry, alpha counter and focus attack have been added. Now onto finishing up the throws, and polishing up the hypers. From there it's just palettes, intro's and win poses.
EDIT:
And, uh, 7 throws. 4 ground, 3 air. I'm thinking 2 of the ground throws will only be executable during another throw (a la King in Tekken), and the same for 2 of the air throws.
@Darkwolf13, the throw commands I'm using are
QP+MP
MP+SPQK+MK
MK+SK
Same in the air, so really the only thing you might have to change to accommodate your tag system is the focus attack, which uses both mediums. Easy enough to switch that to both quicks. Not that it's difficult to switch commands around, but I did actually take care not to use both fierce or all 3 punches / kicks for any of his commands. His parry and alpha counter's can easily be disabled in the config file too.
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Alpha Counter system implemented.
If the fart burst is weak, make the target go into a dizzy state.
Yes. and if strong a disproportionately hard launch to the other side of the screen.
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Parry system implemented (red parry possible), alpha counter in progress. Added some code that makes switching between high and low block quicker. More work into overhauling the cmd file.
for the burst how about a large fart lol.
That might just work.
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Todays progress was decent. I dug through mountains of "junk code", and moved it all into a separate file. Found 5 half finished throws that I intend to finish (including a couple air throws), and a couple hypers and specials that I intend to rework and incorporate. I added the beginnings of a "dark wario" mode for start+ palettes, and I also started on a parry system. Guard crush isn't far behind that. Maybe a sort of burst move to escape combos.
Forgot to put feedback. Whoops, sorry about that, considering it was my request...
Well, I forgot how I did it, but somehow I made Wario freeze in his taunt animation after I won, and he spawned a lot of clones in place until Mugen just said I won. I also randomly froze up after landing one of his punches, I don't remember which. With good timing, you can do all 3 variations of the Waststach Twisiter in one go. Also, the Ground Shake hyper (Odd Swoosh Attack hyper) can only be done mid combo. And, it's not easy to go from high block to low block when blocking a combo. The head charge hyper could probably lose a tiny bit of startup, too. (Not a lot, just a little)
I love how fluid his sprites are now, the different cannon ball trajectories, and the air fireball, too. He's a lot of fun, melee wise. Can't wait until he gets fully finished.
I'll see if I can replicate that winning spawn thing.
The frozen punch was probably his medium punch. I added a standing frame of duration 20 for the sake of the gif. I thought I removed it on all of them but I missed that one. Fixed now.
The Wustache Twister is supposed to chain into itself that way. Strong is 4 hits, medium is 3 and quick is 2. The last hit of each knocks the opponent away, but if you chain into a weaker version before the last hit you can chain it for up to 7 hits. It does require decent timing tho.Yea that odd swoosh hyper thing is getting completely overhauled, I just haven't gotten there yet.
I'm not sure why it's difficult to go from high to low block while blocking a combo. I really have no idea what could be causing that. Any suggestions?
I'll check out the head charge hyper's start up too.
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Ok, back from vaca, and back to work on Wario. I'll post one more updated version of him for feedback before the actual release.
One of the first things I thought I noticed about the original was that the sprites looked blurry, but after visiting spriter's resource and the thread where Jackster was describing how he ripped them, I found out they're actually dumped right from the game. It doesn't stop them from looking a bit greyed out and blurry in mugen, of course, so I plan to include a copy of the entire sprite sheet once I apply the same filters I applied to the existing sprites. That way if anyone wants to add more stuff or edit him further, they have plenty of resources.
nice work on the character :D . The c.MK be perfect for an Air launcher for air combo
Thanks OG! The c.MK and c.MP both have a little bit of velocity to them for the sake of his range in general. The c.SP is actually the launcher, and the c.SK is a knock down.
NICE
Thanks!
Man, Wario looks very JPEG on that screenshot...
He doesn't look too bad in game, give him a try. The original (link above) is really blurry tho.
Whoa, the 9000,0 icon has gone bonkers.
Yea I know, I accidentally deleted the palette for it at some point. I just haven't gotten around to redoing it just yet.
wow you made those sprites look way better and that list of changes is great will be trying this today :).
Thanks, hope you like. Check out the config file too for side scroller styled jump control. It's a little weird at first, but it's kinda fun.
This is outstanding progress! I'm giving him a spot for my MvC2 Conversion thread.
Awesome. Been following that thread too btw, can't wait to see a DarkWolf tag styled Wario!
VeRY NICE)))
Thank ya, thank ya veruh much.
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Alright fellas, I put up a W.I.P. thread with a download link. Any feedback or suggestions should go there. Hope you like!
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Ok, so SPRI YAR ZON recently asked me to fix a few things in Wario by flammableking, Axkeeper and Set555's, and at first I was like "Well I like Warner's Wario, and I got that in my roster right now, and this one's got too many issues for me so..." but the more I play tested it, the more I was like "Ok, I think I can work with this."
So I started by exporting all the sprites into gimp, batch processed them to get some flatter bolder tones that looked a bit more mugen appropriate, and reloaded them back in, one by one. 16 hours. Had to do it that way to preserve the x,y axis. Oh, on that note, if anyone happens to feel like passing the suggestion in the spoiler at the bottom along to VirtualTek over at MFG, that would be awesome. Might save a bunch of people a bunch of time.Anyway, then I started redoing all the animations and clsns and untangling and rebuilding the code. It was a little bit like Ryu and Wario in a blender at first. I added in animations, rounded off edges... well, there's a change log below that has most of what I did. So after about a week of solid work I'm about 2/3 of the way through the project, and I've been posting the work log on my edit's thread.
As it happens, I'm going to visit my girlfriend for the long weekend, so I was just going to pm SPRI YAR ZON a private beta so he didn't have to wait, but then Staubhold asked for a beta to test. I figured he was probably right, I should put a beta up for testing before I release it. Given the actual amount of work I put into it, which will hopefully show, I figured I'd do it right and make an actual topic, rather than just popping it up on the ol edit's thread. So here we are.
Thanks go to SPRI for suggesting this character, and of course flammableking, Axkeeper and Set555 for all the hard work they already put into it.
Without further adieu, Wario:Here's the up to date list of changes:
___/ 5-13-2015
*Batch filtered and hand cleaned all sprites.
*Deleted extra Ryu sprites from sprite file.
*Added extra frame to standing animation.
*Added a couple extra frames to crouch turn animation.
*Adjusted placements and timing of stand, crouch to stand,
stand to crouch, turn and crouch turn.
*Touched up clsns on stand, crouch to stand,
stand to crouch, turn and crouch turn.
___/ 5-14-2015
*Realigned walk sprites and tweaked walk and walk back animations.
*Added a turn animation in before walking backwards.
*Repositioned all jump frames.
*Added a jump take off and landing animation.
*Fixed up taunt, by adding turn frames and adjusting positions.
*Duplicated fixed version of taunt for intro.
*Added truffle shuffle intro.
*Completely overhauled all standing crouching and jumping basics
Repositioned frames, added / dropped frames, changed clsns / timings
Reworked a couple hits entirely.
*Repositioned spin throw and 1000 hand witch slap slap so foot position holds
*Labeled animations for s,c,j basics, stand, turn, crouch, walk, dash etc.
*Lowered fireball height
___/ 5-15-2015
*Started labeling states for "cleaning" purposes.
*Renamed a few specials.
*Fixed head.pos and mid.pos
*Organize cmd file a bit
*Added step sounds to dash
*Added landing sound
*Added new motorcycle sound
*Deleted all empty sounds
*Add new big portrait, small portrait and hyper portrait.
*Changed weird super jump flailing animation, and added clsns to it.
*Completed hunter chain combo system (standing, crouching and jumping)
*Added crouching hits canceling into standing equivalents (not visa versa).
*(trying to make him as combo friendly as possible because of short range)
*Aerial hunter chain can now be done while jumping in as well.
*Added control over the dash. Let go of directional to stop dashing
*Added turn around animation at end of walk or dash back
*Added start jump backwards animation
*Added land backwards and turn around animation
___/ 5-15-2015
*Added configuration file.
*Added control over jump by holding up or directionals (configurable).
*Created jump turning animation.
*Made super jump easier to do.
*Added in running jump.
*Changed throw command to either both quicks or both mediums.
*Rebuilt throw animation, sounds and code.
___/ 5-16-2015
*Broke code into separate files for states, commons, specials and hypers.
*Re-labeled a lot of stuff to make any future edits easier.
*Added victory quotes into config file.
*Started documenting every anim, state and explod used for cleaning purposes.
*Remade Cannonball animation and added 3 strengths depending on punch.
*Shortened charge time on cannonball and motorcycle specials by 1/4.
*Added "use custom hit sparks" option to config.
*Implemented custom hit sparks config on basics, cannonball.
and motorcycle so far.
*Frankensprited new frame into wind up punch and rebuilt all it's animations,
clsns, started in on the code.
___/ 5-17-2015
*Redid most of the code for wind up punch.
*Remade the Sonic Knuckles animation, clsns, and code.
*Redid sound waves animation and clsns.
*Had an interesting idea... created a hash tag system of notes in the config file,
with corresponding hash tags in the code. For example #fireball damage would take
the user to the line in the code where they could change that if they wanted to.
A whole new level of customization just opened up for Wario.
*Realigned fireball and fireball impact sprites
*Rotated fireball stuff 45 degrees to get angle fireball and fireball impact sprites
*Redid fireball animation clsns and code.
___/ 5-18-2015
*Added air fireball with variable speeds per punch button, which cancels into
quick jumping attacks.
*Starting untangling code for twister special. Chopped about 2/3 of it was useless.
*There is a ton of junk code left over from what I'm assuming is the Ryu this character
was built from. I've removed all the Ryu sprites, and I'm trying to get rid of his
code as I find it. I'll get rid of his sparks and most of the remaining junk once all
of Wario's stuff has been rebuilt and properly labeled. Should make Wario's loading time
quicker, plus future edits much easier.
___/ 5-19-2015
*Rebuilt Spinning special, renamed to Wustache Twister. Made it cancel into weaker
versions of itself (no directional required, attack button only)
for a 'triple lifter' effect.
*Added list of cancels into moves list.
*Started working out code for in game moves list.
*Removed all var(59) triggers. It's nowhere in the code. Leftover Ryu.
*Resized fireball to 80%
___/ 5-19-2015
*Organized cmd file, and states file a bit.
*Added in dash attack stop animation to give some risk to the attack.
*Sped up walk and tweaked a few frames positions.Stand: Walk: Taunt:
________________________________/ STANDING BASICS \________________________________
s.QP: s.MP: s.SP:
s.QK: s.MK: s.SP:________________________________/ CROUCHING BASICS \________________________________
c.QP: c.MP: c.SP:
c.QK: c.MK: c.SK:
And of course, the download link: Download WarioRMH_beta.zip
P.S. Here's that suggestion I was hoping someone could pass to VirtualTek:
I know this is a long shot, but I was hoping you would consider adding an option to import sprites that worked like this:
Sprites >> Import Batch >> Open Sprite Files Window
Select one or more sprites. If the last part of the sprites file name is 2 numbers separated by a dash, it will use those 2 numbers as the Group and Index, in that order. (The same format that saving sprites to a file saves them as.) If a sprite already existed with that Group and Index number, it would prompt the user to overwrite the existing sprite [yes, yes to all, no, no to all]. - Overwriting an existing sprite would preserve the X and Y offsets -.
_______________________/ e.g.
Punch_30-1.png
Punch_30-2.png
Punch_30-3.png
Punch_30-4.png
Running "Import Batch" and selecting the files above would look for Group 30, if it didn't find it then it would create it, and then load the sprite files as Elements 1 through 4. If Group 30 already existed and had any existing sprites in Index 1 through 4, the user would be asked if they wanted to "Replace the existing sprite? [yes, yes to all, no, no to all]. The X and Y axis would not be changed.
If the last part of the sprites file name was not 2 numbers separated by a dash, then it could just pop up a window saying [Wrong file naming format. In order to Import Batch, the sprite files name must end with 2 numbers separated by a dash. e.g. StandPic0-1.png).]
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The point of all this is that when you save a bunch of a characters sprites as image files, that's the format it uses to save them. If you then load them into an image editor, you can preserve the file names as the layer names, and then export the layers as individual files again preserving the layer names as the file names. As it stands now, you still have to reload the sprites into the character 1 at a time if you want to preserve the x and y axis, which can take hours or days. If you had this option in Fighter Factory, you would be able to:
1. Export all of a characters sprites
2. Open them in Photoshop, preserving the file names as the layer names. (Save them as a single file, and do whatever you wanted to them.)
3. Export the layers as individual files, still preserving the layer names as the file names.
4. Batch Import the entire new sprite sheet into the character in one shot with zero hassle.
So that's my suggestion. If there's already a super simple way to do this that I'm completely missing, I apologize for making you read all that.
Other minor suggestion:-The "new animations" button could produce a single new animation instead of an entire blank air file.
- Hellzone, 00EccoTenshi, Moltar and 4 others
- 7
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Unber is almost done his lvl 3 is just left now so here have a generalization of Pope's gameplay.
Ohhhhh god yes pleassss!
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I see. Well, then pending any new ideas, I think my options are pretty well laid out.
Thanks very much for your help Алексей. -
That's true. For example if fighting Wonder Woman or Dragon Claw, the insult of not being able to access the moves list to save yourself would add insult to the relentless beating.
What if I just use a superpause to pause the game for the moves list?
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Yea, I was thinking something like that too. The other thing I could do is have the message say something like "Wait until neither character is attacking to access moves list.", and then just have it check for attack state types.
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is there any way you think of to detect when it's not a good time to pause the engine? If I can do that, I can have it display a quick messge saying "unable to pause at this time."
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Here's an update on my progress so far. I made a config file for him that allows you to change this stuff:
1) whether or not you control horizontal jump movement by holding the directional2) whether or not you control vertical jump movement by holding up
3) whether or not wario uses his custom hit sparks
4) all victory quotes
5) I marked all the damages (and other nifty variables) in the code with hash tags so you can find them and change them easily, and I put the hash tag list in the config file. I'm surprised I haven't seen this done before (tho I'm sure it has been).
Here's the up to date change log:
------------------------------------------------------------------------------------------
CHANGES TO WARIO MADE BY ROBOTMONKEYHEAD
------------------------------------------------------------------------------------------
___/ 5-13-2015
*Batch filtered and hand cleaned all sprites.
*Deleted extra Ryu sprites from sprite file.
*Added extra frame to standing animation.
*Added a couple extra frames to crouch turn animation.
*Adjusted placements and timing of stand, crouch to stand,
stand to crouch, turn and crouch turn.
*Touched up clsns on stand, crouch to stand,
stand to crouch, turn and crouch turn.
___/ 5-14-2015
*Realigned walk sprites and tweaked walk and walk back animations.
*Added a turn animation in before walking backwards.
*Repositioned all jump frames.
*Added a jump take off and landing animation.
*Fixed up taunt, by adding turn frames and adjusting positions.
*Duplicated fixed version of taunt for intro.
*Added truffle shuffle intro.
*Completely overhauled all standing crouching and jumping basics
Repositioned frames, added / dropped frames, changed clsns / timings
Reworked a couple hits entirely.
*Repositioned spin throw and 1000 hand witch slap slap so foot position holds
*Labeled animations for s,c,j basics, stand, turn, crouch, walk, dash etc.
*Lowered fireball height
___/ 5-15-2015
*Started labeling states for "cleaning" purposes.
*Renamed a few specials.
*Fixed head.pos and mid.pos
*Organize cmd file a bit
*Added step sounds to dash
*Added landing sound
*Added new motorcycle sound
*Deleted all empty sounds
*Add new big portrait, small portrait and hyper portrait.
*Changed weird super jump flailing animation, and added clsns to it.
*Completed hunter chain combo system (standing, crouching and jumping)
*Added crouching hits canceling into standing equivalents (not visa versa).
*(trying to make him as combo friendly as possible because of short range)
*Aerial hunter chain can now be done while jumping in as well.
*Added control over the dash. Let go of directional to stop dashing
*Added turn around animation at end of walk or dash back
*Added start jump backwards animation
*Added land backwards and turn around animation
___/ 5-15-2015
*Added configuration file.
*Added control over jump by holding up or directionals (configurable).
*Created jump turning animation.
*Made super jump easier to do.
*Added in running jump.
*Changed throw command to either both quicks or both mediums.
*Rebuilt throw animation, sounds and code.
___/ 5-16-2015
*Broke code into separate files for states, commons, specials and hypers.
*Re-labeled a lot of stuff to make any future edits easier.
*Added victory quotes into config file.
*Started documenting every anim, state and explod used for cleaning purposes.
*Remade Cannonball animation and added 3 strengths depending on punch.
*Shortened charge time on cannonball and motorcycle specials by 1/4.
*Added "use custom hit sparks" option to config.
*Implemented custom hit sparks config on basics, cannonball.
and motorcycle so far.
*Frankensprited new frame into wind up punch and rebuilt all it's animations,
clsns, started in on the code.
___/ 5-17-2015
*Redid most of the code for wind up punch.
*Remade the Sonic Knuckles animation, clsns, and code.
*Redid sound waves animation and clsns.
*Had an interesting idea... created a hash tag system of notes in the config file,
with corresponding hash tags in the code. For example #fireball damage would take
the user to the line in the code where they could change that if they wanted to.
A whole new level of customization just opened up for Wario.
*Realigned fireball and fireball impact sprites
*Rotated fireball stuff 45 degrees to get angle fireball and fireball impact sprites
*Redid fireball animation clsns and code.
___/ 5-18-2015
*Added air fireball with variable speeds per punch button, which cancels into
quick jumping attacks.
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Another for fun scratch sprite i done , wsnt sure if was gonna use for the full game project back then or not but yeah is in an hd form comin soon too.
Scratch sprited Kanu from ikkitousen winpose
Airing some old goodies till my better verions get shown. Hehehehe
Damn, lookin good!
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what version of Fighter Factory are you using? i am not sure why ur cns will not work but i do think u should use an helper for your move list instead of an explod
I'm using the most recent version of fighter factory. I did actually get it to open the .cns which is weird, I never figured out why it wasn't working. Just tried it again about a day or two ago and it worked just fine. Must have been some silly mistake somewhere on my part.
As for the helper, yea I think you're right. It's way more versatile, and not much more complex to code.
i've never perfected it, but i strongly believe its a helper code that pauses everything, and then a explod for the image. OR use the helper for the image.
the tricky part is making it pause everything.
you can summon a helper by putting in the helper code in the -1 in the CMD file.
I was going to use a pause controller, but I'm not quite sure how the coding of it works. I know I can pause the enginre for X ticks, but where exactly does it pick up when that tick is done? Right after the pause state? Or does it start at the beginning on the next tick? If it picks up right after the pause state next loop around I should be all set.
EDIT: Also thanks for the help guys.
[W.I.P]Dragoon Might Stage : Flight Fight :D
in [ CREATION LAB ]
Posted
Awesome, best of luck to you with those rips, and thanks.