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Author Topic: Hypers Jaspion Help!! (Teleport)  (Read 2552 times)

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Offline Beto

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Hypers Jaspion Help!! (Teleport)
« on: July 26, 2016, 10:29:09 AM »
I'm starting to look for ways, to play the hypers Jaspion in Mugen.

The hyper video  first, I call "teleportation"

I did not find any code base for me.

Giving a brief explanation. It turns into energy and hits the opponent. When the opponent defends, he returns to his physical form and back to the ground. When he hits the opponent, it beats through it, from one side to another and finally reaches for the opponent to fall.

At first, I dont know how to make the ball move from side to side and then it goes up and down, sending the opponent to the ground.

I hope you understand What do I typed.  :-SS

« Last Edit: August 03, 2016, 10:35:21 AM by Beto »



Offline Cyanide

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Re: Hypers Jaspion Help!!
« Reply #1 on: July 27, 2016, 01:17:01 AM »
So, based on the video, is that working how you want? Your energy ball is obviously bouncing around. Which bit are you having trouble with?

Moveguarded allows you to detect if you have been blocked. A positive Y velocity will send an opponent downwards on a hit

air.velocity = 0, 10
Would send them going down very very fast.

Offline Beto

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Re: Hypers Jaspion Help!!
« Reply #2 on: July 27, 2016, 07:44:35 AM »
exactly, but I do not know how to make the ball hit him several times before that.

I do not know how to make animations and codes for this, I need an example or brief explanation

Offline Cyanide

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Re: Hypers Jaspion Help!!
« Reply #3 on: July 27, 2016, 10:57:18 PM »
But the video shows him hitting more than once and then knocking them down, is that not your character already?

Offline ExeLord

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Re: Hypers Jaspion Help!!
« Reply #4 on: July 28, 2016, 04:44:14 AM »
I think I've got what Beto want there. He isn't satisfied with how energy ball moves and want it to be something like Talbain's special move. Man, that lang barrier, how do I put this... Jaspion should transform into ball, in this state fast go through opponent at say 20* to floor taking opp. up, stop for milliseconds to change direction, go through opponent in opposite direction, still taking him up and after several repeats dunk him down. In short rapid zigzaging upwards with dunk in the end and emphasis on moments of direction switching.
Hopefully got it right @^@
What consumer society is?

"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

Offline Beto

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Re: Hypers Jaspion Help!!
« Reply #5 on: July 28, 2016, 06:45:29 AM »
But the video shows him hitting more than once and then knocking them down, is that not your character already?

The video shows the hypers was made in another engine, I only used as a reference, I'm hard to create the code, I have not found any character with similar movement to build me.

I'll give it a try, then I'll rephrase the questions, I think I left the confusing topic

Offline ExeLord

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Re: Hypers Jaspion Help!!
« Reply #6 on: July 28, 2016, 09:16:04 AM »
Oh, so you want it same as in video, but in mugen. Sorry, thought video was ALREADY from mugen @-)
What consumer society is?

"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

Offline Beto

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Re: Hypers Jaspion Help!!
« Reply #7 on: July 28, 2016, 09:54:29 AM »
My fault, I forgot to point out, while translating into English  :-[

Offline Cyanide

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Re: Hypers Jaspion Help!!
« Reply #8 on: July 29, 2016, 04:21:23 AM »
Ok, that makes things a little simpler.

For the "turn into energy" thing it's actually pretty simple. Create the animation, have the ball bit loop over and over. We'll use say... 5 states for this. 1 state makes you turn into a ball and go upwards hitting p2. The next 4 states just have you maintain the animation and use velset to go backwards and forwards. The last state knocks p2 into the ground. Use a high positive Y vel on the hitvelocity. When you deal a hit in the last state, changeanim back to normal and return control. Here is some bad pseudo code (do NOT copy paste this)

State 1

type = velset
Y = -6

type = hitdef
whatever

changestate
trigger1 = time = something
value = 2

state 2 (3/4 are basically the same)

type = velset
x = whatever/-whatever/whatever

state 5

type = velset
x = -whatever

type = hitdef
air.velocity = 2,20
fall = 1

changeanim
value = stop being an energy ball

changestate
trigger1 = animtime = 0 && anim = stop being an energy ball
value = 50

Offline Beto

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Re: Hypers Jaspion Help!!
« Reply #9 on: July 29, 2016, 08:49:22 AM »
Ok, I'll try here. no doubt I'll be back  ::salute::

Offline Beto

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Re: Hypers Jaspion Help!! (Teleport)
« Reply #10 on: August 01, 2016, 04:28:10 PM »
Well, I'm still in the first state, I still have doubts.

1 - How do to energy ball following animation? She is on the floor after moving

2 - I intend to use an empty animation with an attack box. I do other way?



Code

[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 10

[State 3000, 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1


[State 3000, 2]
type = SuperPause
trigger1 = AnimElem = 3
time = 33
anim = -1
sound = S8889,0
pos = 10,-70
poweradd = -1000
unhittable = 1

[State 2000, Energia]
type = Explod
trigger1 = animelem = 4
scale = 0.5,0.5
id = 3000
anim = 3001
pos = 9,-49
sprpriority = 5
bindtime = 1
supermovetime = 99999999
pausemovetime = 99999999
;shadow = 68,68,68
ownpal = 1

[State 2000, Energia2]
type = null;Explod
trigger1 = animelem = 5
scale = 0.5,0.5
id = 3000
anim = 2020
postype = p1
pos = 9,-49
sprpriority = 5
bindtime = 1
supermovetime = 99999999
pausemovetime = 99999999
;shadow = 68,68,68
ownpal = 1

[State 3000, Hyper Dust]
type = Explod
trigger1 = animelem = 1
anim = 10001
name = "Hyper Dust"
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 10066
name = "Hyper Circle"
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 10006
name = "Hyper Explode"
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
trigger1 = facing = 1
anim = 10007
name = "Left Arrow"
ID = 10007
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
trigger1 = facing = -1
name = "Right Arrow"
anim = 10077
ID = 10077
pos = 0,35
facing = -1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
name = "Super Portrait"
anim = 10008
ID = 10008
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
name = "Hyper Explod Background"
anim = 10009
ID = 10009
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -3
ownpal = 1
scale = .7,.7

[State 3000, superportrait black]
type = Explod
trigger1 = AnimElem = 1
name = "Black Background"
anim = 10005
ID = 10005
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -4
ownpal = 1
scale = .6,.6

[State 0, Helper]; ====================================calls hyperbg
type = Helper
trigger1 =  AnimElem = 1
helpertype = normal ;player
name = "Hyper Background"
ID = 9600
stateno = 9600
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 3000, VelSet]
type = VelSet
trigger1 = animelem =4
x = 6
y = -9

[State 0, Gravity]
type = Gravity
trigger1 = time >6

[State 3001, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S, HA
animtype  = Hard
damage    = 25,0
hitflag = MA
priority = 6, Hit
guardflag = MA
pausetime = 12,12
sparkno =  s8222
getpower = 0,0
givepower = 0,0
sparkxy = -10,-80+floor(P2Dist Y)
guard.sparkno = s8001
hitsound = s8000,2
guardsound = S8000,6
animtype = Medium
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
kill = 0
guard.kill = 0
fall.kill = 0
envshake.time = 16
envshake.ampl = 6
envshake.freq = 100
p1stateno = 3002


[State 3001, goto Attack State]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value =1301

Offline Cyanide

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Re: Hypers Jaspion Help!! (Teleport)
« Reply #11 on: August 01, 2016, 08:58:48 PM »
Wow, overboard on the unneeded stuff before you have the base working. Best not to spend time with hyper bg's or fancy explods until you have a working move.

You're using physics = S, that means that velocity instantly has standing friction applied. Use physics = N instead. You are applying gravity on time > 6, why exactly? In the video the character goes up, and then hovers at the same height with no downwards motion at all, remove this.

Do what i said. Set up 5 states, one after the other. Don't include any FX at all, you can do that afterwards. I can see in the vid that the character turns into the energy ball. Do that. Don't play with explods and stuff, just do what's in the vid. It's the easiest, not the "best" method but either way will work in the end. Just doing it as 1 looping animation will be simpler for you.

Offline Beto

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Re: Hypers Jaspion Help!! (Teleport)
« Reply #12 on: August 02, 2016, 08:06:13 AM »
sorry for the pollution, I will do as you said  #:-S

I think I'll change a few things in this movement as well.

When he transforms and floats if it does not hit or defend the character, he returns to his normal form. I think I'll get him to attack, even if he does not hit or defend the character.

I will try to rearrange it, then I go back

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