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Is this a good idea? |
Yes |
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66% |
[ 2 ] |
Kinda |
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33% |
[ 1 ] |
No |
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0% |
[ 0 ] |
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Total Votes : 3 |
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Chaotix Has a fan!

Joined: 03 Oct 2006 Posts: 205 Location: That one place
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Posted: Sat Jun 21, 2008 4:59 pm Post subject: Indego Stick #1 (Special Attacks) *Test Project* |
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I beg you all to give this a try and tell me what you think. I plan on adding a new (as far as I know) way off making cool looking special attacks. The characters will be able to pull off all sorts of moves, poses and all, using this method! This game is a small project to see if it would work. I do believe I have pulled it off!
http://castleparadox.com/gamelist-display.php?game=908
It is very simple, as it should be.With this, the characters can be more....hands on(?) with their attacks! First thing you will notice, is there are NO attack animations A or B in the hero graphics section. All of them are instead in the attack graphics!
Please please please try it out and tell me what you think!
No password, so feel free to look around!
Suggestions? _________________ I drew my Icon!
My forums:
http://www.freeforum101.com/*coming soon* |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sat Jun 21, 2008 5:42 pm Post subject: |
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Chaining attacks from Jump that isn't a land animation actually works?
I wanted to do this in the past, but gave up after screwing up somehow. Likely something I did that was completely my fault (I may not have used the Null animation).
But it appears to work now, and with good effect. However; simply deleting attack frames and attempting to attack normally does not work as well, because the standing hero frame still appears in the attack animation. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Chaotix Has a fan!

Joined: 03 Oct 2006 Posts: 205 Location: That one place
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Posted: Sat Jun 21, 2008 9:35 pm Post subject: |
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I don't quite understand... I see no problem.... If I DO understand, I have already made a request in the *What would you like to see* section....
I have an *UPDATE* already! (I sent it to a few people through e-mail...)
I made a meh looking kick off face then slash animation, and by a request, a spiced up the Omni move a bit. It looks better now.
Thanks for the comment! _________________ I drew my Icon!
My forums:
http://www.freeforum101.com/*coming soon* |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sat Jun 21, 2008 10:19 pm Post subject: |
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As long as Jumping in order to do this works without bugs, it should be easy to implement in any game, so yes this is helpful. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Chaotix Has a fan!

Joined: 03 Oct 2006 Posts: 205 Location: That one place
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Posted: Sat Jun 21, 2008 10:28 pm Post subject: |
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Yay! Pass it on! I....ME!....... the guy who used to know diddly.......... Figured out something helpful / useful!
(FACE!)
Thanks for that!
I hope that I will not have to use jump most of the time. It all depends on if my motion for the new attacker animations passes....*HOPES*
Keep it coming guys. I really wanna know what you all think!
If any one care, feel free to give me ideas that I can try getting to work using this. I wanna see what can work, and what wont'.
I allready have another neat project on hand, but I won't spoil anything.
*Indego Stick #2* (Coming Soon!) _________________ I drew my Icon!
My forums:
http://www.freeforum101.com/*coming soon* |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Sat Jun 21, 2008 11:36 pm Post subject: |
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Newbie_Power wrote: | Chaining attacks from Jump that isn't a land animation actually works?
I wanted to do this in the past, but gave up after screwing up somehow. Likely something I did that was completely my fault (I may not have used the Null animation). |
Didn't that always work? I remember I already did that in my very first OHRRPG, hero jumps, throws some meteors on the enemy, then lands...
I think SoJ2 has that too. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sat Jun 21, 2008 11:47 pm Post subject: |
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Again, I was probably doing something wrong at the time, though I can't be too certain. If it works now, then that's dandy. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Sun Jun 22, 2008 7:45 am Post subject: |
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Yeah I remember that there was some trick to it, it first didn't work for me but then James gave me a hint. Hmmm, I think the target setting must be correct and the attacker animation must be NULL. Something like this. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Inspiration Anti-Protagonist

Joined: 30 Oct 2006 Posts: 74 Location: Kool-Aid
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Posted: Sun Jun 22, 2008 9:01 am Post subject: |
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Rya.Reisender wrote: | Yeah I remember that there was some trick to it, it first didn't work for me but then James gave me a hint. Hmmm, I think the target setting must be correct and the attacker animation must be NULL. Something like this. |
That's pretty much all of it. _________________ Look back and you've already lost.
Look forward and embrace the trials of tomorrow. |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sun Jun 22, 2008 10:59 am Post subject: |
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So I WAS doing it wrong, then.
I'm surprise I didn't see this used more often, or I wasn't paying much attention to games that did use it. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Chaotix Has a fan!

Joined: 03 Oct 2006 Posts: 205 Location: That one place
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Posted: Sun Jun 22, 2008 11:39 am Post subject: |
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I think you are missing the point. By removing the attacker A and B sprites from the hero, I was able to make him be IN the attack animation. Instead of the animation just being the attack itself.
Think how crappy his Omni attack would look if he where not in the attack animation himself. _________________ I drew my Icon!
My forums:
http://www.freeforum101.com/*coming soon* |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sun Jun 22, 2008 11:59 am Post subject: |
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Quote: | Think how crappy his Omni attack would look if he where not in the attack animation himself. | Omni attack is perfectly fine without the hero being in it. The animation movement patterns already give the illusion of him being in the attack. Removing the attack frames then trying to hide that breaks the illusion because it's so obvious what is going on, because the standing frame is shown during a portion of the attack.
Not only that, but not everybody is likely willing to delete their attack frames just to do something that in the end may not even look good. Jumping then having a bunch of attack frames is a much better option overall, in my opinion. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Chenzi User was banned for this post

Joined: 02 Aug 2003 Posts: 190 Location: Grand Rapids, MI
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Posted: Wed Jun 25, 2008 8:30 am Post subject: |
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I did this before as well, looks fairly decent.
Reason why I opt not to do this as opposed to a totally scripted battle system is because of the OHR's choppy at best attack animations. Generally, the character will disappear when they're not supposed to, or the attacks will, or there's a delay between each movement.
To each his own though, I guess. _________________ Allow me to preemptively disclose that I probably hate the person posting below, including myself. |
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Chaotix Has a fan!

Joined: 03 Oct 2006 Posts: 205 Location: That one place
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Posted: Wed Jun 25, 2008 9:23 am Post subject: |
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This is more or less for those who can't/don't script.
(where can I get a hold of these...scripted battles.... _________________ I drew my Icon!
My forums:
http://www.freeforum101.com/*coming soon* |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Wed Jun 25, 2008 10:13 am Post subject: |
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Chaotix wrote: | This is more or less for those who can't/don't script.
(where can I get a hold of these...scripted battles.... |
Scripted battles, as in completely plotscripted battle systems.
Here's a starter article if you want to read up on making your own:
'I would like to make my own battle system. How can I start?' |
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