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Author Topic: captain america's shield  (Read 1774 times)

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Offline boryema

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captain america's shield
« on: June 16, 2012, 06:38:21 PM »
trying to get captain america's shield to stick to him but I can't seem to figure out how
I've looked at all the other captain americas and I'm still super confused
anyone want to help me out?  :-??



Offline Space (DCL)

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Re: captain america's shield
« Reply #1 on: June 16, 2012, 06:55:42 PM »
Cap's shield? Might as well have it as its own state, copy every animation from Cap and replace those animation frames with the shield frames...
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Offline Cyanide

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Re: captain america's shield
« Reply #2 on: June 16, 2012, 07:29:47 PM »
Bindtoroot
trigger1 = 1
pos = 0,0

That is your shield binder. Cap am, thanks to custom states is incredibly hard to get right. If you decide to ignore custom states, you're basically OK, if you don't his shield will either be misplaced or alternatively, vanish during them.

I have wondered if you could palette seperate on the gethits to have the sheild placed right regardless of custom (remappal) but haven't looked yet.

Offline Space (DCL)

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Re: captain america's shield
« Reply #3 on: June 16, 2012, 08:09:46 PM »
I have one question

Just using bindtoroot will still make the shield look a little misplaced when being pushed by the other character. So can you also use Playerpush to help prevent that?
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Offline Cyanide

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Re: captain america's shield
« Reply #4 on: June 16, 2012, 08:38:26 PM »
You could use it on the shield (shouldn't have it on anyway, it's a helper with no clsn2's) you can't turn it off on cap am though because... well that would break things. If you don't want that to occur on push, the shield needs to become an explod. Not REALLY any different in terms of code.

Offline boryema

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Re: captain america's shield
« Reply #5 on: June 16, 2012, 11:00:25 PM »

By boryema at 2012-06-16

tried to use the explod method but it looks like this :(

Offline Cyanide

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Re: captain america's shield
« Reply #6 on: June 16, 2012, 11:34:49 PM »
Well, you do need to make sure you don't spawn it every tick and that you remove it when necessary. The best way when you get right down to it is have 2 sets of every animation, and the second set is the shield animated to match up with Cap. You then simply display the explod at the start of every state and remove the previous one.

Offline Space (DCL)

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Re: captain america's shield
« Reply #7 on: June 16, 2012, 11:43:54 PM »
So you mean he would need to do something like this for every state?

[State 0, Remove Previous Shield]
type=RemoveExplod
trigger1=Time=0
id=1 ;Shield ID
ignorehitpause=1

[State 0, Shield Explod]
type=Explod
trigger1=Time=0
anim=(shield anim #)
ID=1 ;Shield ID
pos=0,0
postype=p1
bindtime=-1
removetime=-1
scale=const(size.xscale),const(size.yscale)
sprpriority=2
ownpal=1
removeongethit=1
ignorehitpause=0
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Offline Cyanide

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Re: captain america's shield
« Reply #8 on: June 16, 2012, 11:52:48 PM »
removeexplod
numexplod(prevstateno) = 1
ID = prevstateno

explod
numexplod(stateno) = 0
ID = stateno
anim = stateno + value

Could probably put that into -2 to have it apply. You'd have to override it for custom states though.

Offline boryema

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Re: captain america's shield
« Reply #9 on: June 17, 2012, 12:00:03 AM »
sweet, thanks guys that worked perfect for the standing stance
now if i were to do it for all of the states, run, jump, crouch, punch, and hypers woud i just have to repeat this??

Offline Cyanide

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Re: captain america's shield
« Reply #10 on: June 17, 2012, 12:20:12 AM »
Basically, yes.

I don't know if you want to try it in -2 or -1, it might work OK for you, it might give a graphical blip.

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Re: captain america's shield
« Reply #11 on: June 28, 2012, 06:45:51 PM »
Getting Capt's shield right is one of the most complex things I have ever done in mugen. Have fun!

Suggestions:
1) Make it a completely different state and have it created on screen as a helper.

2) You have two major options in animating it. Either made a single frame shield animation for each frame of the character (like MysticBlaze did) in the air file, or make an animation for each complete character animation in the air file (like I did) and get ready to add lots of wierd code to make it work properly.

3) From there you need to code the shield in it's own statedef to change animations according to the frame (MysticBlaze stlye) or by animation (Acey style).

4) You still have to deal with what will happen to the helper when the character is put into a custom state by the opponent. In general the shiled will just hang out in a wierd position as Capt gets thrown. Other options or haing shield permanently on the get hit sprites (MvC3 style) which has not been seen in mugen yet because it means the shield can never leave Capt's side except for a few frames when thrown, or have the shield drop to the ground when put into a custom state (Acey style).

5) Once you get that far I'll type more.

Offline boryema

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Re: captain america's shield
« Reply #12 on: June 28, 2012, 07:05:11 PM »
Getting Capt's shield right is one of the most complex things I have ever done in mugen. Have fun!

Suggestions:
1) Make it a completely different state and have it created on screen as a helper.

2) You have two major options in animating it. Either made a single frame shield animation for each frame of the character (like MysticBlaze did) in the air file, or make an animation for each complete character animation in the air file (like I did) and get ready to add lots of wierd code to make it work properly.

3) From there you need to code the shield in it's own statedef to change animations according to the frame (MysticBlaze stlye) or by animation (Acey style).

4) You still have to deal with what will happen to the helper when the character is put into a custom state by the opponent. In general the shiled will just hang out in a wierd position as Capt gets thrown. Other options or haing shield permanently on the get hit sprites (MvC3 style) which has not been seen in mugen yet because it means the shield can never leave Capt's side except for a few frames when thrown, or have the shield drop to the ground when put into a custom state (Acey style).

5) Once you get that far I'll type more.

well i'm starting out w/ making separate animations for the shield as a helper and i'm doing one for each frame like mysticblaze did and which ever cap america looks good i'll release

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