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Nemesis_LTDate: Saturday, 2011-11-26, 9:29 PM | Message # 1
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Hello, I know that I'm annoying and everything, but I need help again. Heh, fighter factory is kinda complicated.
1.Can anyone here explain (or at least show me the tutorial) how to add clones (they just appear and stand still.What next, lol?)?
2.How do I make the portraits appear when doin' hyper (you know, like Narutos face at the top of the screen when he's doing rasengan)?

Any tip would help me a lot.



Merry Christmas, my friends!


Message edited by Nemesis_LT - Saturday, 2011-11-26, 9:29 PM
 
sgn_15Date: Sunday, 2011-11-27, 10:27 AM | Message # 2
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1.
i will explain to you the basic idea of shadow clones but you do it yourself, ok?
so you call the helper first, then inside that helper statedef, you have many changestates. these are changestates to walk, different attacks (you can include jump, but for the sake of simplicity since you are learning this, dont add jump yet). the triggers for changestates are usually:

random < ### (replace ### with any number from 0 to 999, this is for coding it how frequently the helper will use that attack, I advice you dont use this for changestate to walk)
abs(p2dist X) < ### (replace ## with any number, this is for checking the distance between helper and p2)

and then use a turn sctrl in all statedefs of helper too. you need to turn the helper if p2 changes side p2 is facing. turning in cns is NOT the same as flipping the sprites in animation.

for walking state, just use a simple velset, trigger1 = 1 is good. you put changestates to stance (the statedef i mentioned above), and attack states

for attack states, just code it like how you normally code a simple attack hitdef and then changestate back to stance when animtime = 0

for damage, let us make it simple one hit and disappear, use a hitoverride with ALL attributes, trigger1 = 1 and send it to a new damage state

inside damage state, destroyself when animtime = 0

now for all the changestates to walk and attack states, you can add more triggers later on to make them "more intelligent AI" (read mugen docs for list of triggers), but right now, get the basics working first.

2. depends on how you want it to appear, if you want the portrait to just appear as it is, then use an explod. if you want the portrait to appear then fade out or fade in, code it as helper then use trans sctrl add alpha change the source and destination to make it continuously changing (hence the fading out or fading in trick)


 
Nemesis_LTDate: Sunday, 2011-11-27, 4:08 PM | Message # 3
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Thanks again, sgn_15. You're my new hero now.


Merry Christmas, my friends!
 
sgn_15Date: Sunday, 2011-11-27, 11:47 PM | Message # 4
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no problem. did you got it to work?

 
Nemesis_LTDate: Monday, 2011-11-28, 7:50 PM | Message # 5
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Yup.All fine now. Just few final skills to add and this char is finished :).


Merry Christmas, my friends!
 
sgn_15Date: Monday, 2011-11-28, 8:21 PM | Message # 6
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ok, btw, edo tensei is the same idea. just telling you in case you are interested. edo tensei's only difference is that it is in multiple different sets of stance, walk, etc for different summons

 
Nemesis_LTDate: Monday, 2011-11-28, 8:29 PM | Message # 7
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I've figured that one out by myself. And I don't enjoy cutting sprites (so boring), so you won't see 'Kabuchimaru by Nemesis_LT'.


Merry Christmas, my friends!
 
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