Welcome, Guest. Please login or register.

What openbor you prefer: Double dragon,battletoads or final fight !? by lirexpatrio
[December 07, 2012, 07:15:27 pm]


what are your favorite games OpenBOR?! by lirexpatrio
[December 07, 2012, 07:09:46 pm]


Post Some Awesome Videos by maxman
[December 07, 2012, 05:51:39 pm]


Can @cmd playmusic "aaaa" 1 also increse music sound ? by BeasTie
[December 07, 2012, 05:24:38 pm]


Streets of Rage: Silent Storm by mtrain
[December 07, 2012, 03:45:05 pm]


Site will be down for maintenance on 12/8/2012 thru 12/10/2012 by Damon Caskey
[December 07, 2012, 07:42:42 am]


Cancelled SOR 3d Remake by riccochet
[December 07, 2012, 03:58:33 am]


Dungeon Fighter: B.O.R. by msmalik681
[December 07, 2012, 03:24:27 am]


[TUTORIAL] How to create 4 Games of OpenBOR in 1 CD (650 MB) by magggas
[December 06, 2012, 09:46:25 pm]


custknife by Bloodbane
[December 06, 2012, 09:34:09 pm]


blockfx help by B.Kardi
[December 06, 2012, 04:09:14 pm]


street of age 4 hd by corradlo
[December 06, 2012, 01:41:36 pm]


ClaFan - Classic Fantasy ver 1.17 by soniczxblade
[December 06, 2012, 05:01:20 am]


Bug Archive by Bloodbane
[December 06, 2012, 02:00:44 am]


"Bio-Doom" and "Gears of Doom" by BulletBob
[December 05, 2012, 10:07:21 pm]


Contra Locked 'N' Loaded v2 by Bloodbane
[December 05, 2012, 09:39:43 pm]


Downloadable OpenBoR Manual by BeasTie
[December 05, 2012, 08:31:24 pm]


Having trouble testing changes by B.Kardi
[December 05, 2012, 03:05:53 pm]


DragonBall Absalon by msmalik681
[December 05, 2012, 02:52:13 pm]


[Hi-Res] Swamp by Vibrant
[December 05, 2012, 10:47:14 am]


  • Dot Guests: 153
  • Dot Hidden: 0
  • Dot Users: 0

There aren't any users online.



Author Topic: Scripted slam/throw  (Read 20683 times)

0 Members and 1 Guest are viewing this topic.

Offline MCW

  • Hero Member
  • *****
  • Posts: 1076
  • BOR = Beats Of Rage
Re: Scripted slam/throw
« Reply #15 on: September 13, 2008, 11:11:35 am »
Orochi_X, can you post the toss001 animationscript because I couldn't find it.


Be a Good Reader,
Read the post from first word until to the last.

Offline bWWd

  • Hero Member
  • *****
  • Posts: 1870
Re: Scripted slam/throw
« Reply #16 on: September 14, 2008, 12:29:07 pm »
I think im gonna switch to this method ,i using bind too but slightly different ,i like yours cause its most universal one ,like for mugen characters ,thanks.
Later when we complete our mods we could setup some default animations for all custom pain/fall get hits and move on with one big project like mugen where we would be able to add characters to it and they all would be compatible with each other(no missing frames on custom throws ).
Like mugen community did "official" setup and registered some states for being used only by animations like  electrocuted by blanka or freezed and similar stuff + all those default hit states where axis is on the head ,in the middle and on the leg.
« Last Edit: September 14, 2008, 12:35:38 pm by bWWd »

Offline Orochi_X

  • Hero Member
  • *****
  • Posts: 3301
  • Now! Count up your crimes.
Re: Scripted slam/throw
« Reply #17 on: September 14, 2008, 12:34:21 pm »
No Problem!

Yeah , most of my techniques are based off M.U.G.E.N simply because I'm more comfortable/familiar with them...

@MCW - That function is one of DC's creations. He posted it up a long time ago somewhere..... I'm in the middle of re-building my desktop (and I don't have the files on my laptop) so I can't post up my copy.


* Orochi_X says : " Sore ga doushita? " :looney:

Offline bWWd

  • Hero Member
  • *****
  • Posts: 1870
Re: Scripted slam/throw
« Reply #18 on: September 14, 2008, 12:38:10 pm »
How about one more command with drawmethod to be able to flip the frame and get rid of some cloned animations which contain flipped sprite only ?

Offline Orochi_X

  • Hero Member
  • *****
  • Posts: 3301
  • Now! Count up your crimes.
Re: Scripted slam/throw
« Reply #19 on: September 14, 2008, 12:44:17 pm »
You can if you like......It would only be needed for vertical flipping , though , as bindentity can take care of horizontal flipping.

I don't personally think it would make a significant enough difference to memory either way.


* Orochi_X says : " Sore ga doushita? " :looney:

Offline bWWd

  • Hero Member
  • *****
  • Posts: 1870
Re: Scripted slam/throw
« Reply #20 on: September 14, 2008, 12:47:14 pm »
Memory probably not but would save some amount of used animations if somebody would insert the same sprite flipped by 90 degree.

Offline Damon Caskey

  • Hero Member
  • *****
  • Posts: 5335
    • The Gorge
Re: Scripted slam/throw
« Reply #21 on: September 14, 2008, 12:56:27 pm »
Actually drawmethod does have the ability to flip sprites, both horizontally and vertically. I forget which one of the parameters does it and I'm on my way out the door, but it is there if you look it up. Be aware though you have to account for the offset; I tried drawmethod() flipping for a while but actually found it simpler to duplicate the animation because of that.

DC
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline bWWd

  • Hero Member
  • *****
  • Posts: 1870
Re: Scripted slam/throw
« Reply #22 on: September 14, 2008, 01:00:07 pm »
I tried too long time ago but i had some issues with displaying the shadows,they were shattered somehow if i turned sprites about 45 degree or 75.

Offline Bloodbane

  • Hero Member
  • *****
  • Posts: 7113
  • Dark Dragon
Re: Scripted slam/throw
« Reply #23 on: September 14, 2008, 01:51:28 pm »
Quote
Memory probably not but would save some amount of used animations if somebody would insert the same sprite flipped by 90 degree.

 Well, if you put different slammed pose in different animation, you'll need to do that but in my mod I put all slammed pose in one animation. With this, I don't need to worry about new animations if I added more slammed pose.
 Of course, you need to change the script to support this but it's simple fix. Just don't forget the order of slammed pose in the animation though.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline bWWd

  • Hero Member
  • *****
  • Posts: 1870
Re: Scripted slam/throw
« Reply #24 on: September 14, 2008, 03:52:13 pm »
So you have delayfor frames like 999 or something in your animation ?

Offline BonusJZ

  • Hero Member
  • *****
  • Posts: 1091
  • Banned
    • YouTube Chanel
Re: Scripted slam/throw
« Reply #25 on: September 14, 2008, 03:59:56 pm »
Yes

Offline bWWd

  • Hero Member
  • *****
  • Posts: 1870
Re: Scripted slam/throw
« Reply #26 on: September 14, 2008, 04:12:28 pm »
So its much better way and saves even more animations  ;D
I remember i tested similar way for playing sounds and i was putting them in different frames but they didnt exactly worked like i wanted to so i thought some things werent stable within this method.
This will definitely help with setting up open mod with downloadable characters like in mugen.
« Last Edit: September 14, 2008, 04:15:34 pm by bWWd »

Offline Damon Caskey

  • Hero Member
  • *****
  • Posts: 5335
    • The Gorge
Re: Scripted slam/throw
« Reply #27 on: September 14, 2008, 09:43:06 pm »
It may help, but it will take a long time, because most modders don't have the faintest clue what we are talking about, and those that do all have their own standards.

For example, I use a standardised set of generic animations in my mods for throws. Fall10 is the vertical up side down pose, fall12 is horizontal "lifted" pose, fall13 is a 45' angle pose, and so on.

OX does pretty much the same thing, but his are guaranteed to be different from mine. Maybe his horizontal lifted pose is fall7 or whatever. Bloodbane has a generic system too, but you better believe it is yet another set up entirely, and so on.

That's not even considering that we'll all have different scripts that will interact with those generic animations in totally different ways.

Who gets to decide what the real standard will be? Moreover how do we enforce it? It's hard enough to get people to read the instructions on something simple as how to install and play the damn thing. Expecting them to follow a standard for something as involved as grappling is a monumental task.

This is defiantly worth talking about, but it won't be easy to pull off.

DC
« Last Edit: September 14, 2008, 11:46:40 pm by Damon Caskey »
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline kbandressen

  • Developer
  • Hero Member
  • *****
  • Posts: 1347
Re: Scripted slam/throw
« Reply #28 on: September 14, 2008, 11:33:09 pm »
Yeah, coming with a universal grapple system seems like about the most impossible thing ever.  Each enemy would have to have the same positions in the same animations, have their offsets set up the same, and since script is involved there'd probably be all sorts of other fun errors, too.

Offline Fightn Words

  • Hero Member
  • *****
  • Posts: 3264
  • Confectionary Country of the Nin-Nin
Re: Scripted slam/throw
« Reply #29 on: September 15, 2008, 12:24:24 am »
This sounds a bit stifling to the creative possibilities of OpenBor. I realize that OpenBor has been primarily used for the standard sidescrolling beat em' up, but what if down the road this turns out to be more of a blockage? Most games feature a common formula, but I know a few cases have cropped up where the engine was applied for something different. I guess the real question to ask here is, what direction do you want the engine to go? Built in architecture, or flexible frame?

 



 0%




SimplePortal 2.3.3 © 2008-2010, SimplePortal