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Author Topic: MVC Combo Screen Efect  (Read 801 times)

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Offline Beto

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MVC Combo Screen Efect
« on: June 05, 2012, 12:31:16 AM »
I would like to include this screen effect is there any simple a Code for this?

http://www.facebook.com/video/video.php?v=10151796785175472#&saved



Offline Cyanide

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Re: MVC Combo Screen Efect
« Reply #1 on: June 05, 2012, 03:47:03 AM »
There is no "simple" code for it. You have to constantly read hitcount to see how many you've dealt and play a specific sound based on that hitcount. State -2 is terrible for this and it's best to use a helper.

State 1, helper sets a variable to 0 and then uses root, hitcount, or enemy,gethitvar(hitcount) to work out how many hits the player is doing. When the player seems to have finished, defined by the root having no target, having control and being idle, you swap to state 2, where it reads the value of the variable and plays the appropriate sound.

It then changes back to state 1, resets the variable and begins counting again.

And if none of that made any sense, you may find this quite difficult. You can try pulling what i did from Omega Red if you like, most announcers work pretty much the same way.

Offline Beto

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Re: MVC Combo Screen Efect
« Reply #2 on: June 05, 2012, 09:41:18 AM »
More I refer to this effect in which she plays the P2 in the soil and the camera follows him, and then she comes running



PS: Bad English  :-SS

Offline Loganir

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Re: MVC Combo Screen Efect
« Reply #3 on: June 06, 2012, 06:29:44 AM »
You mean something like this?


So what you need it's a flying screen code...
check my Sandman character for additional details on this.

That can be done setting some  variables on the aerial rave finishers
usually Statedefs 620-650

but before that....
you`ll need a variable set on the Super Jump Statedef, in this example the var(25)
so your character will know theres a combo being done after a superjump.
and with this can activate var(26) on this example.

something like this:

;-----------------------------
[State 620, 1a] ; ------------
type = VarSet
triggerall = var(25)
trigger1 = prevstateno = [600,650]
trigger1 = P2moveType = H
v = 26
value = 1
ignorehitpause = 1

[State 620, 1b]
type = VelSet
trigger1 = var(25) && var(26)
x = 0
ignorehitpause = 1

[State 620, 2b]
type = ScreenBound
trigger1 =  var(26)&& time>=5 && movehit
value = 0
ignorehitpause = 1


;---------------------------------------------------------------

so after that you build up your Hitdef...
and include on "air.velocity" parameter a trigger with var(26)
for adjusting velocity and P2 fly off screen when there's stage limits for that.

something like this:
air.velocity = ifelse(!var(26),-18,-22),11

;-------------------- and to end this statedef:
 
[State 620, end]
type = ChangeState
trigger1 = BackEdgeBodyDist <= -1 && var(26)
value = 9624
ctrl = 0
[State 620, end]
type = ChangeState
trigger1 = !AnimTime && !movehit
value = ifelse(var(25),2998,51) ; <------2998= sandman super jump down state
ctrl = ifelse((!var(26)||var(25)),1,0)

[State 620, end]
type = ChangeState
trigger1 = !AnimTime && movehit
value = 9623
ctrl =0
[state 620, safe]
type = ChangeState
trigger1 = Pos Y >= 1
value = 52

;============= and also you need to include these statedefs
; this consist on waiting offscreen, running offscreen and
;going down if closer to the limits of the stage.


[Statedef 9623]
type    = A
physics = A

[State 9623, a0]
type = VelSet
trigger1 = !time
x = 1

[State 9623, a1]
type = ChangeAnim
trigger1 = !Time
value = 51

[State 9623, a3]
type = ScreenBound
triggerall = var(26)
trigger1=1
value = 1
movecamera = 1,0
ignorehitpause = 1

[Statedef 9624] ;jump down aerial rave
type    = A
physics = N

[State 9624, 0]
type = VelSet
trigger1 = !time
x = 0
y = 0

[State 9624, a]
type = ChangeAnim
trigger1 = !Time
value = 51

[State 9624, 0]
type = ScreenBound
trigger1 = 1
value = 0

[State 9624, 1]
type = ChangeState
trigger1 = time>= 25
value = 9625
ctrl = 0

[Statedef 9625];wait out screen
type = S
physics = S
anim = 100 ; or a proper running animation
sprpriority = 1
ctrl = 0

[State 9625, A7]
type = PosSet
trigger1 = !time
y = 0

[State 9625, 0]
type = VelSet
trigger1 = time>25
x = 18

[State 9625, 0]
type = ScreenBound
trigger1 = 1
value = 0

[State 9625, 1]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 9625, 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 9625, 3]
type = ChangeState
trigger1 = p2bodydist x <= 320
ctrl = 0
value = 104; This is Sandman custom Dash End state,
;check it if you want use or change to State 100 or 0. What looks better in your char.




;=======
; to always reset this system you need add this to [Statedef -2]

[State -2, ar];aerial rave reset var
type = VarRangeSet
trigger1 = statetype!=A
value = 0
first = 25
last = 26
ignorehitpause = 1


and that`s it.
 ;)

« Last Edit: June 10, 2012, 06:40:52 AM by Loganir »

Offline Beto

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MVC Combo Screen Efect
« Reply #4 on: June 06, 2012, 08:01:25 AM »
Valeu Loganir, faz muito tempo que tento implementar efeitos MVC num projeto que eu tenho, mais tarde eu vou tentar esse código, brigadão!!   :thumbsup:



Thanks!!

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