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This only works in whole mods, it requires to edit every (playable) character.


The basic idea:
A object makes the character go to the crouch-frames or a fake-standing when the object is reached in the jumping frames. I'll describe the easiest way (In my opinion).

The DCing:
  • Character Edits:
    • You have to change the state of frame 1,2 and 3 into state: 1 and give those frames dvy: 550.
      A new frame is also needed, that is exactly the same as frame: 0, the only difference is that it has state: 1 and dvy: 550. Next: 1 is also very important, otherwise the character will go to another frame, which doesn't have dvy: 550.
      Code:
      <frame> xxx standing
         pic: 0  state: 1  wait: 3  next: 1  dvx: 0 dvy: 550  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
         wpoint:
            kind: 1  x: 33  y: 45  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
         wpoint_end:
         bdy:
            kind: 0  x: 21  y: 18  w: 43  h: 62
         bdy_end:
      <frame_end>

      Now, for what do we have to change this?
      Since dvy: 550 won't work in state: 0 (The character will always ALWAYS go to the jumping frames when he's in the air in the frames with state: 0) you have to use another, similar state. In this case state: 1.

      The new standing-frame is another adjustment that makes the gameplay "normal". You know that in (nearly every) mode (VS mode, Stage mode, ...) the characters start a little bit off the ground. If you have a dvy: 550 in the first standing frame the Character would start off the ground, not "falling" down.

      Other important edits:
      Code:
      <frame> 3 standing
         pic: 3  state: 1  wait: 3  next: 235  dvx: 0  dvy: 550  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
         wpoint:
            kind: 1  x: 32  y: 44  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
         wpoint_end:
         bdy:
            kind: 0  x: 21  y: 18  w: 43  h: 62
         bdy_end:
      <frame_end>

      Code:
      <frame> 215 crouch
         pic: 60  state: 15  wait: 2  next: 235  dvx: 550  dvy: 550 dvz: 550 centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
        sound: data\012.wav
         wpoint:
            kind: 1  x: 25  y: 61  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
         wpoint_end:
         bdy:
            kind: 0  x: 26  y: 40  w: 29  h: 38
         bdy_end:
      <frame_end>

      Now to the jumping frames.
      These frames should include itr/kind: 8 which will make the character go to the crouching frames.
      Code:
      <frame> 212 jump
         pic: 62  state: 4  wait: 1  next: 0  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
         wpoint:
            kind: 1  x: 21  y: 34  weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
         wpoint_end:
         bdy:
            kind: 0  x: 31  y: 15  w: 21  h: 64
         bdy_end:
         bdy:
            kind: 0  x: 18  y: 29  w: 48  h: 17
         bdy_end:
         itr:
            kind: 8  x: 22  y: -1035  w: 26  h: 100  dvx: 215
         itr_end:
      <frame_end>

      However, you need to create a new frame, otherwise there could occur some "realism problems" :)

      Lets say the character is standing right under the "platform object". He jumps and the itr/kind: 8 makes him go immediatly to the crouching frames, even though he doesn't even stand on the platform itself.
      [Image: illustrationxs8.png]
      To avoid that, you have to create a new jumping frame.
      Code:
      <frame> 212 jump
         pic: 62  state: 4  wait: 10  next: xxx  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
         wpoint:
            kind: 1  x: 21  y: 34  weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
         wpoint_end:
         bdy:
            kind: 0  x: 31  y: 15  w: 21  h: 64
         bdy_end:
         bdy:
            kind: 0  x: 18  y: 29  w: 48  h: 17
         bdy_end:
      <frame_end>

      Code:
      <frame> xxx jump
         pic: 62  state: 4  wait: 1  next: 0  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
         wpoint:
            kind: 1  x: 21  y: 34  weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
         wpoint_end:
         bdy:
            kind: 0  x: 31  y: 15  w: 21  h: 64
         bdy_end:
         bdy:
            kind: 0  x: 18  y: 29  w: 48  h: 17
         bdy_end:
         itr:
            kind: 8  x: 22  y: -1035  w: 26  h: 100  dvx: 215
         itr_end:
      <frame_end>

      The actual jumping frame has a little "time delay" that makes the character react after a short amount of time.
      However, the wait value should be changed depending on how "high" the platform is.

      The last thing you have that has to be modified are the attacks. Every attack (Including Punching frames) MUST have a dvy: 550 and a next: that leads to the new standing frame (Look above)




  • The Platform Data:
    • The Platform is simply a object that permanently creates "bdys" that make the character go to the crouching frames.
      The "bdy" has to be created at the centerpoint of the platform.(Thx to Deus Ex Machina)
      Code:
      <frame> 0 platform
         pic: 0 state: 3006  wait: 0  next: 999  dvx: 550  dvy: 550  centerx: 39 centery: 79 hit_a: 0  hit_d: 0  hit_j: 0
         opoint:
            kind: 1  x: xxx y: -1035  oid: 30 action: xxx
         opoint_end:
      <frame_end>

      In this example Bandit gets a new frame.

      Code:
      <frame> xxx platform_bdy
         pic: 999 state: 3 wait: 1  next: 1000 dvx: 550  dvy: 550  centerx: 39 centery: 79 hit_a: 0  hit_d: 0  hit_j: 0
         bdy:
            kind: 0  x: 18  y: -1000  w: 48  h: 100
         bdy_end:
      <frame_end>

      Additionally you can add two itr/kind: 15 that make the character go to the jump frames again if the character goes further than the actual platform object. There are other ways to do this, the one with the itrs may disturb the gameplay a little bit, but it's a very easy method.
      [Image: illustrationgk2.png]
What happens:
The platform permanently creates (Invisible) bandits with a special bdy. The character Jumps onto the platform, the itr/kind: 8 reacts to the bdy and goes to the crouching frames. However the character won't fall down because there're several modifications that prevent him from doing so.
The character now can perform any attack/action, except walking.
[Image: illustration2ba3.png]
Can't you change the state 1 to state 3 and thus letting you change directions, and if you make a new frame with a hit_something link, you could make it so that when you hit, for instance, Fa, you're moved to a copy of said frame with a dvx: 10?
lol, owns! well done lauli!
how about making the char standing at a box?
Deus Ex Machina Wrote:Can't you change the state 1 to state 3 and thus letting you change directions, [etc]
You can, but I doubt that it's a good idea changing the standing frames' state to state: 3. Because if you would, the character can't walk, jump and all that stuff...
Except you create a new standing loop with all the inputs. But this is a little bit more work than just changing state: 0 to state: 1


Well yea, you can try that out :P
But Lauli, if you were, say, making a complete mod, you can have a whole stage where the characters get replaced with those who are specially adapted copies, fitted to fight on platforms.
It may be a lot of work (or maybe not, if you have batch editing software) but it'd sure be fun o_o
*runs off starting to frantically install this in my own version*
I have absolutely no idea what you are actually talking about. Do you mean characters that are unable to move and only being able to perform special attacks because of state: 3 in the standing frames?
What I'm saying is, that you can copy ALL the characters, and make them behave properly on platforms. Thus when you go into a stage that has platforms, you could have them all replaced with the 'platformers'.
I'll try that method out, but i think it's a little bit too complicated 2 me.

Can u upload an example?
I won't upload an example. You see, there's the tutorial that pretty much describes it how to make the platforms. :P

Ex Machina: Well, have fun duplicatbg the chars and editing the coordinations. Ontop of that youneed to copy the AI to let them use the attacks.
Your method is possible, requires a lot more work though.
But it'll be a whole lot more fun though D:
Anybody know where I could get something to edit the .exe?
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