02-27-2009, 09:29 AM
Because some of you are too lazy to search, I've compiled a list of typical questions that get asked 1000 times over.
other stuff not listed here are either too trivial, or haven't been asked very frequently. still, please >SEARCH< before posting. oh and, if you find a result, don't revive the thread (unless it's not "dead"). post a new topic with a link to the thread.
if you keep repeating the same "offenses" or annoy me too much, I'll give negative reps coz I don't see the point of the function being there if it isn't gonna be used.
and when you post, please include punctuation (the things like , . ; " ). not like >this< post.
remember, please do NOT reply to any of these threads, they are for reading purposes only.
key:
> DC thread link
# lfe mainsite link
% method is listed here coz I think it's the clearest explanation (other threads aren't very easy to understand)
How do I...
>time stop
>Transform - most basic transformation where all newbies get errors
#Temporarily transform
#rudolf's transform
>Transform on death
>Make clones that actually die - just coz they seem invincible.
>make a background that makes objects
% make a character do a special move when he holds a weapon. (i.e. when you do D>A (or any other input) it does something special rather than the normal D>A move)
%make a character fly
Azriel~
other stuff not listed here are either too trivial, or haven't been asked very frequently. still, please >SEARCH< before posting. oh and, if you find a result, don't revive the thread (unless it's not "dead"). post a new topic with a link to the thread.
if you keep repeating the same "offenses" or annoy me too much, I'll give negative reps coz I don't see the point of the function being there if it isn't gonna be used.
and when you post, please include punctuation (the things like , . ; " ). not like >this< post.
remember, please do NOT reply to any of these threads, they are for reading purposes only.
key:
> DC thread link
# lfe mainsite link
% method is listed here coz I think it's the clearest explanation (other threads aren't very easy to understand)
How do I...
>time stop
>Transform - most basic transformation where all newbies get errors
#Temporarily transform
#rudolf's transform
>Transform on death
>Make clones that actually die - just coz they seem invincible.
>make a background that makes objects
% make a character do a special move when he holds a weapon. (i.e. when you do D>A (or any other input) it does something special rather than the normal D>A move)
show me how} (Click to View)
You can make a character do custom moves with the same inputs. Say hit_Fa:. You need to use itr: kind: 8 for this so that your weapon can detect whether there is a character there and then create a type 0 bdy: so there is another type 0 bdy: for the original character to activate the special attack. First, create an extra frame inside the weapon's data, with itr: kind: 8 and make it in an area that is far off in the y-axis (say y: 70000). Make this frame have a state: 3005, wait: 1 next: 1000. Now, in every on_hand frame, make it opoint: itself with the exact centerx/centery coordinates and have the action: be the frame number that has the itr: kind: 8. For the dvx: # value, make it go to a frame which will opoint: the original character on a frame with another far off bdy: area. You're done with the weapon data.
Make a frame with pic: 999 (so that no sprite will be drawn) and state: 3005 (for no shadow), wait: 1 next: 1000. This is the frame that the weapon opoint. You have to edit the character in one of his frames to have a bdy: at the area where the itr: kind: 8 is in the opoint:ed weapon's frame. This should be the frame just before your character does the special move. On this frame, make another itr: kind: 8 to bring your character to the special move frames. The following example I made shows how this technique is done. When Freeze holds a weapon and does a jump_weapon_atck, he will just swing the weapon normally, but if he holds his ice sword, he will spin around with it giving more attacking area.
download
Make a frame with pic: 999 (so that no sprite will be drawn) and state: 3005 (for no shadow), wait: 1 next: 1000. This is the frame that the weapon opoint. You have to edit the character in one of his frames to have a bdy: at the area where the itr: kind: 8 is in the opoint:ed weapon's frame. This should be the frame just before your character does the special move. On this frame, make another itr: kind: 8 to bring your character to the special move frames. The following example I made shows how this technique is done. When Freeze holds a weapon and does a jump_weapon_atck, he will just swing the weapon normally, but if he holds his ice sword, he will spin around with it giving more attacking area.
download
%make a character fly
show me how} (Click to View)
You have multiple choices here. First one is using dvy: 550. The value "550" is reserved to stop any kind of movement. dvx: 550 will stop your movement on the x-axis, dvy: 550 stops it on the y-axis. If you're in the air, the dvy: 550 will keep you in the air at the same altitude. You can also read about this technique >here<
The harder method is Windmill's flying system. It creates some cool-looking hover-effect by using different dvy-values. LF2's gravity is exactly 1.7 - means, that you'll need to use different wait- and dvy-values to realize this effect. Read about this technique >here<
The harder method is Windmill's flying system. It creates some cool-looking hover-effect by using different dvy-values. LF2's gravity is exactly 1.7 - means, that you'll need to use different wait- and dvy-values to realize this effect. Read about this technique >here<
Azriel~