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Maximum Frames per State
#1
? 
Does each state limit the number of frames you could use? Does a custom state also have a limit to the number of frames it can handle?

Here's what I observed so far:

State: Standing
Max Frames: 4

State: Walking
Max Frames: 4

State: Running
Max Frames: 3

State: Jumping
Max Frames: 5
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#2
in general, with basic moves, frames are limited, and need to be on a specific frame number, but special moves could contain as much frame as you want(unless they exceed the frame number limit :p )
make sure to check my sprites!
They aren't that good, but I hope I could improve  :D !
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#3
States don't have a limit - you can put state 2 (running) on frame 321 and it'd still work; whether it has bugs or not is another issue. However, certain actions are hardcoded to specific frames, and overall you cannot exceed 400 frames (that is, frame 0 - 399).

This is my personal note of important hardcoded frames for type 0 objects aka characters (does not include specific cases like Firzen's frame 290 mix)
I didn't use the standard lingo that Marti used, but you'll understand what I'm typing:
Code:
0    -    0    = standing
5    -    8    = walking
9    -    11    = running
12    -    15    = heavy_walking
16    -    18    = heavy_running
19    -    19    = heavy stop_run
20    -    20    = light1
25    -    25    = light2
30    -    30    = jump_light
35    -    35    = run_light
40    -    40    = dash_light
45    -    45    = throw light
50    -    50    = heavy_throw
52    -    52    = air throw light
55    -    55    = drinking
60    -    60    = punch1
65    -    65    = punch2
70    -    70    = superpunch
80    -    80    = jump atk
85    -    85    = run atk
90    -    90    = dash atk
94    -    94    = landing (state 100)
100    -    100    = Rowing Standard
102    -    102    = Rolling
108    -    108    = Rowing Back
110    -    110    = Defend (turning, goes into 111)
111    -    111    = hit_defend (goes into 111)
112    -    112    = broken_defend
115    -    115    = Wpn_Pickup
116    -    116    = Heavy_Pickup
180    -    185    = Falling std, trajectory-based //182 flip
186    -    191    = Falling bck, trajectory-based //188 flip (default)
200    -    202    = ice (has hardcoded ice property)
203    -    206    = fire (trajectory-based; 203 204 rising, 205 206 falling)
210    -    210    = Jump
212    -    212    = Jumping (if from next: 212, automatically apply jump stats. if from 999 don't apply.)
213    -    214    = dash (213/216 & 214/217)
215    -    215    = crouch1 (from state 6 or jump, hit D to roll)
216    -    217    = dashback (213/216 & 214/217)
218    -    218    = stop_run
219    -    219    = crouch2 (default landing)
220    -    220    = injure (fall 1-20)
222    -    222    = injure2 (fall 21-40)
224    -    224    = injure2 back (fall 21-40)
226    -    229    = DOP (fall 41-60)
230    -    230    = lying //hit_front (face up)
231    -    231    = lying2 //hit_back (face down); default
245    -    245    = Transformback
I only included the starting frame for some cases, because in those cases only the starting frame matters.
"95 dash_defend", "207 tired" and "399 dummy" are never used in the game.

I didn't include 120-123 "catching", 130-144 "picked_caught" and 232-234 "throw_lying_man" frames, because LF2's catching mechanics are actually custom frames, not hardcoded defaults. Notably, picked caught 133-144 are all just to accommodate Louis' whirlwind throw.
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#4
What is the 245 Transformback thing?
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#5
(09-16-2016, 10:11 PM)bashscrazy Wrote:  What is the 245 Transformback thing?
When Rudolf transforms back into his original form with DJA, he will go to frame 245.
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