(02-12-2010, 02:05 AM)JossuaDC Wrote: Yeah...Study-example will be the modification 'Half World' ;)
Either way, I am impressed with what you have shown here, Simoneon.
I'm definitely looking forward to seeing some more of that. Be it as an image or as a study-example.
(02-12-2010, 02:05 AM)JossuaDC Wrote: How do you keep it locked-on to the main character?If you played it you could know that scenario in stage mode only include one main char that can be played.
Edit: Wait... Do you mean with 'main character' only 1 character or a character one of the players is using?
'Cause it's easy if it's locked to only 1 character.
But thanks :D
(02-12-2010, 03:14 AM)no one Wrote: @Simoneon: Like Nave said, simple yet sparta awesome. Now I know I'm gonna rape kill you if you call off the mod.Oh... really?
That really motivates me, man. ;p
(02-12-2010, 03:14 AM)no one Wrote: It actually quite simple to do. The bar have at least 2 itr/kind: 8. Those itr will stick to the char no matter where they go (beside jumping)Yeah. Totally like you said.
The first itr/kind: 8 will make the bar increase (via special bdys) when the char is in some certain frames (in here, it's basically all but not the running frames)
The second itr/kind: 8 with react when the char goes to running frames (via another set of bdys), make it go to the decrease frames. After a while, it will reach some certain point where you define as "empty", the bar will opoint out a type: 0 bdy to react with another special itr/kind: 8 in the char running frames, make him goes to the stop run frames.
And as for the stick to only one char, it's possible to make such system but it will take up crap load of data line (depend on the amount of the char) and won't work if two identical char enter the stage so I think it's the best to make it stick to only the main dude.
I'm actually planning to do like Divisor said with physical moves... What do you all think?