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No running?
#11
(12-28-2014, 06:03 PM)Someone else Wrote:  
(12-28-2014, 02:16 PM)STM1993 Wrote:  1) You can still use J+A at the same time, and you'd go straight to jumping frame 210.
Which is blocked by replacing frame 210

Wrong. If you don't have enough mana then nothing gets done.
The reason it works for Louis dash attack is that dash attacks also trigger when you hold down attack, so when you press attack and you don't have enough mana, the regular dash attack immediately triggers because you are holding down attack. Not because attack was pressed.
This is not an issue with jumping because it doesn't trigger when you are holding down jump, but only when it is pressed.

The following code works:

Replace the frames in davis.dat and you'll see.

Tested with your code.
Can't use J to jump - so that works flawlessly. So yes, this is a better solution for jumping that I overlooked.

However, what I'm saying is that the issue is not completely fixed. J+A still goes to the frame 210 for all standing/walking frames, appearing to crouch. So there is still potential breathing de-sync there. Afterall, if you wait for the 1st breathing frame to nearly reach its max TU before pressing J+A, you end up appearing to prolong the 1st breathing frame - or assuming it goes to the 2nd breathing frame you make breathing appear faster, either way causing a de-sync. Plus, you can't use this mp tag method for running since it doesn't use hit_ tags, which is the other goal that OP wanted. What I'm suggesting is to take advantage of this flaw and use it as a new move or to create a taunt animation to compensate for the breathing de-sync problem.

Here's a gif, my apologies if it takes a while to load. Couldn't record button recorder using Fraps.
[attachment=3286]
Proof that I didn't make any changes or mistakes while pasting the code.
Davis Code (Click to View)
[Image: uMSShyX.png]
~Spy_The_Man1993~
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#12
(12-29-2014, 03:15 AM)STM1993 Wrote:  However, what I'm saying is that the issue is not completely fixed. J+A still goes to the frame 210 for all standing/walking frames, appearing to crouch.
Yeah I my messed my code up. I should have used 0-7 instead of 60-67 as sprites.

(12-29-2014, 03:15 AM)STM1993 Wrote:  So there is still potential breathing de-sync there. Afterall, if you wait for the 1st breathing frame to nearly reach its max TU before pressing J+A, you end up appearing to prolong the 1st breathing frame - or assuming it goes to the 2nd breathing frame you make breathing appear faster, either way causing a de-sync.
Yes and I do not know of a way to solve this, except for making it into a move (like you suggested).

(12-29-2014, 03:15 AM)STM1993 Wrote:  Plus, you can't use this mp tag method for running since it doesn't use hit_ tags, which is the other goal that OP wanted.
I never claimed this would prevent running.
Replacing the running frames (as originally suggested in this thread), clears that problem, though it is worth noting that it also causes a animation de-sync issue, so unless forward forward should be made into a move as well this is just something you'll have to live with.
    DC-Code:
<frame> 9 not_running
   pic: 4  state: 1  wait: 3  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 78  hit_a: 0  hit_d: 0  hit_j: 315 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
   bpoint:
      x: 39  y: 33
   bpoint_end:
   wpoint:
      kind: 1  x: 23  y: 53  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 1  x: 40  y: 16  w: 25  h: 65  
      catchingact: 120 120  caughtact: 130 130  
   itr_end:
   bdy:
      kind: 0  x: 28  y: 15  w: 27  h: 65
   bdy_end:
<frame_end>
 
<frame> 10 not_running
   pic: 5  state: 1  wait: 3  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 316 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
   bpoint:
      x: 39  y: 33
   bpoint_end:
   wpoint:
      kind: 1  x: 26  y: 54  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 1  x: 40  y: 16  w: 25  h: 65  
      catchingact: 120 120  caughtact: 130 130  
   itr_end:
   bdy:
      kind: 0  x: 28  y: 15  w: 27  h: 65
   bdy_end:
<frame_end>
 
<frame> 11 not_running
   pic: 6  state: 1  wait: 3  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 317 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
   bpoint:
      x: 39  y: 33
   bpoint_end:
   wpoint:
      kind: 1  x: 34  y: 52  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 1  x: 40  y: 16  w: 25  h: 65  
      catchingact: 120 120  caughtact: 130 130  
   itr_end:
   bdy:
      kind: 0  x: 28  y: 15  w: 27  h: 65
   bdy_end:
<frame_end>


(12-29-2014, 03:15 AM)STM1993 Wrote:  What I'm suggesting is to take advantage of this flaw and use it as a new move or to create a taunt animation to compensate for the breathing de-sync problem.
That is also the only way I'm aware to fully solve the issue.
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