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Author Topic: Dojo Crashers Demo  (Read 1835 times)

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Offline yuigx1

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Re: Dojo Crashers Demo
« Reply #15 on: April 21, 2012, 11:12:42 pm »
Can u give another tutorial on how to check bboxes in mspaint?

Well,as first read this from manual :
Code: [Select]
bbox {x} {y} {right} {down} {z}

    * ~Determines where the entity can be hit.
    * ~{x} and {y} are the x and y coordinates of the top left corner of the box, starting from the top left corner of the frame and moving right/down. {right} is how far to the right of {x} the box extends. {down} is how far down from {y} the box extends.
    * ~{z} determines how wide the hit area in z axis. It extends to back and front. For instance, setting z to 20 means, the attackbox can hit 20 pixel away to back and front. NOTE: the axis of this z is not same with levels' z axis.
    * ~You can use negative numbers or numbers outside of the frame's edges. This can save a bit of memory by shaving a few excess rows or columns of pixels off an animation.
    * ~Can be used multiple times in one animation to change hittable areas mid-animation.
    * ~To give an entity frames where they cannot be hit, use 'bbox 0 0 0 0 0'. Be sure to add a new bbox when the entity is vulnerable again.
    * ~For items, this determines where the object can be picked up from
.

and then just move your mouse around the image and use your mathematical skills.

This is actually the total simple and manually method to get the offsets and bboxes.
If any editors can do any magic and save you work and time for this,i donīt known because i donīt use any.

Before you get me wrong,this above is just an example on how to find out and set offsets and bboxes manually.It doesn't mean this is the best way to do.

I see, can u give a few off bbox/offsets u seen in the game? Other than the kula's freeze animation, the rest seems fine to me lol

Offline Bloodbane

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Re: Dojo Crashers Demo
« Reply #16 on: April 22, 2012, 12:52:43 am »
 There are some misoffsetting in this mod. Here's my list:

1. Whip's special. She floats
2. Whip's attack2 (when she stabs her whip)
3. Whips' jump

 In general, anytime you see character floats when he/she is not jumping/falling, it must be misoffset.

Quote
1. Well, the original author of ken & kula is not me. Can u mention a few of off offset? They seems fine to me.

 Even though you take characters from other mods, they are your responsibility now.
 Speaking of which, how exactly Duke performs his Shoryuken? his ascending part is right but he falls too slow. The latter is odd.

 Another thing you might need to fix is projectilehit. Read manual for more info on this.
 Try setting this to all enemies you have and see what happens :

 projectilehit enemy obstacle

 BTW if you need more enemies, you can use sprite edited enemies from Crime Busterv2.5. And yes, you can use backgrounds too.
« Last Edit: April 22, 2012, 12:58:34 am by Bloodbane »
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline yuigx1

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Re: Dojo Crashers Demo
« Reply #17 on: April 22, 2012, 01:02:35 am »
There are some misoffsetting in this mod. Here's my list:

1. Whip's special. She floats
2. Whip's attack2 (when she stabs her whip)
3. Whips' jump

 In general, anytime you see character floats when he/she is not jumping/falling, it must be misoffset.

Quote
1. Well, the original author of ken & kula is not me. Can u mention a few of off offset? They seems fine to me.

 Even though you take characters from other mods, they are your responsibility now.
 Speaking of which, how exactly Duke performs his Shoryuken? his ascending part is right but he falls too slow. The latter is odd.

 Another thing you might need to fix is projectilehit. Read manual for more info on this.
 Try setting this to all enemies you have and see what happens :

 projectilehit enemy obstacle

 BTW if you need more enemies, you can use sprite edited enemies from Crime Busterv2.5. And yes, you can use backgrounds too.

by her specials u mean the blast ?

Also, I plan to retain the large bbox for easy juggling..would that be a problem?

Offline Bloodbane

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Re: Dojo Crashers Demo
« Reply #18 on: April 22, 2012, 01:30:50 am »
Quote
by her specials u mean the blast ?

 The one she performs when special button is pressed

Quote
Also, I plan to retain the large bbox for easy juggling..would that be a problem?

 IMO it would be problem is the bbox covers more than body cause it would look as if we're hitting thin air.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline yuigx1

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Re: Dojo Crashers Demo
« Reply #19 on: April 22, 2012, 01:39:32 am »
Quote
by her specials u mean the blast ?

 The one she performs when special button is pressed

Quote
Also, I plan to retain the large bbox for easy juggling..would that be a problem?

 IMO it would be problem is the bbox covers more than body cause it would look as if we're hitting thin air.

Most offsets fixed, the shoryuken combo is meant for the boss. Imagine KOing the boss with last hit slow mo srk!
bbox I'll do something about it..

Offline Bloodbane

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Re: Dojo Crashers Demo
« Reply #20 on: April 22, 2012, 01:52:15 am »
Quote
Imagine KOing the boss with last hit slow mo srk!

 That's too hard to match IMO. I never finish any enemies with shoryuken.
 Either way the slow falling looks odd if other characters move in regular speed.

 ( A day later )

 BTW yuigx, did you rip background and sprites with screen capture or something? I just realized that anything you ripped yourself ended up blurry.

 You need to change how you deal with images.
« Last Edit: April 23, 2012, 12:56:49 am by Bloodbane »
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

 



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