Ascended M.U.G.E.N
November 16, 2018, 04:35:46 pm
Welcome, Guest. Please login or register.

Login with username, password and session length
News: WE ARE MOVING!

http://www.ascendedmugen.com/index.php?action=forum

This is the new forum and server. All downloads are now hosted here and everything far as post count can be recoverd in the proper topic.
 
  Home Help Links Staff List Login Register  

How to create projectiles!

Pages: [1]
  Print  
Author Topic: How to create projectiles!  (Read 172 times)
hyper saiyan 2092
Guest
« on: October 22, 2007, 03:27:13 pm »

Here is a tutorial on how to create beams since people ask me frequently Smiley

I will be using super vegito sprites for the projectile wave animation

And no this goku will NOT be a wip =P
I will be doing this in color order

Note: u need to know how to get the character running in mugen (basci coding)

First
Second
Third
Fourth
Last

Its color coded for all u special people =D jp

Get ur sprites into fighter factory and put them into the animations file

Giving them names and begin source numbers
do the same with projectiles


Next when everything ids in the animations file

go to the common1.cns
and go to the lef twhere u can change into projectile coding


Statedef is the definition of the file

The animation is the animation of vegitos kamehameha stance in this case 12 is where his arms are completely to the point where he fires it

Animation executing projectile is the actually stance in this case 799
Projectile animation speaks for itself but incase u dont know th animation for the kamehameha = 789

Explosion animation and damage speak for themself ifyu dont know it ill hit yu with a bat Grin

In the end ur coding for a beam should look like this

Code:
[StateDef 799]
type = S
movetype= A
physics = S
juggle  = 100
velset = 0,0
ctrl = 0
anim = 799
poweradd = -3000

[State 789, 1]
type = Projectile
trigger1 = AnimElem = 7
projanim = 789
projhitanim = 3
projpriority = 2
projheightbound = 50, 40
projscale = .5,.5
projremovetime = 3
projhits = 20
projmisstime = 0
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 40,-43
velocity = 0
attr = S, SP
damage   = 13, 10
animtype = diagup
guardflag = MA
hitflag = MAFDP
pausetime = 1,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 0
ground.velocity = 6, 4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
sprpriority = 1
fall = 1

[State 215, end]
type = ChangeState
trigger1 = (animtime = 0)
value = 0
ctrl = 1

Now go into your .cmd


Code:
;Super Kamehameha
[State -1, Super kamehameha]
type = Changestate
value = 799
triggerall = command = "Super kamehameha"
triggerall = power >= 1000
trigger1 = ctrl = 1
triggerall = statetype = S
time = 20

You may use this as ur coding I dont mind just give me credit if used Smiley

I hope this tutorial works in every way possible if u have questionns post in this topic




Report Spam   Logged

kingofM.U.G.E.N.
Guest
« Reply #1 on: October 23, 2007, 05:48:03 am »

thats cool
now only if someone made a complete character making tutorial thats EASY to read  Tongue
Report Spam   Logged
hyper saiyan 2092
Guest
« Reply #2 on: October 23, 2007, 03:08:36 pm »

thats cool
now only if someone made a complete character making tutorial thats EASY to read  Tongue


is my tutorial to hard to understand  Huh?

Report Spam   Logged
kingofM.U.G.E.N.
Guest
« Reply #3 on: October 26, 2007, 08:59:45 pm »

no
in fact its easy
we just need things like this for creating a whole character
Report Spam   Logged
Pages: [1]
  Print  
 
Jump to:  

Bookmark this site! | Upgrade This Forum
Free SMF Hosting - Create your own Forum

Powered by SMF | SMF © 2016, Simple Machines
Privacy Policy