Quote (sgn_15)
and for general beginner char coding tutorials, this is part 1 (watch the videos with same title up to part 4)
http://www.youtube.com/watch?v=yuZxoUL_TO8&feature=player_embedded
I recommend you don't use the templates for they have been known to be buggy. Just make a copy of KFM and rename all the files to your character's name, and start from there. (Note: Since you renamed all the filies be sure to correct the .def file with notepad before getting started.)
He also talks about aligning sprites. If you are using FFU instead of FFC there will be a stage0 background behind your sprites which will make aligning easier.
In part 2 he mentioned using Clsn standard. I'm not sure if it got patched in the recent update, but I recommend not using it. Use the "edit action with txt" and copying and pasting the Clsn line like this:
[Begin Action 0]
Clsn2: 1
Clsn2 [0] = -22, -111, 23, -87
0,0, 0,0, 8 <---- This is the first sprite you added the blue box to.
0,1, 0,0, 5 <---- This is the second sprite you want to have the same blue box as the first.
After copy and paste
[Begin Action 0]
Clsn2: 1
Clsn2 [0] = -22, -111, 23, -87
0,0, 0,0, 8
Clsn2: 1
Clsn2 [0] = -22, -111, 23, -87
0,1, 0,0, 5 <---- Now the second sprite has the same Blue box as the first.
Next, he talks about adding Red boxes to attacks. Do note that by leaving a Red box by itself with no Blue box covering over it that creates infinite priority. That means that no matter how much I try to stop your attack, if the one of my blue boxes comes in contact with your red box I'll lose every time.
Check out this tutorial for Clsns: http://kod.trinitymugen.net/K.O.D%27s_Basic_CLSN_Tutorial.html
Thats all for now. I don't have anything else to add, mostly because that guy's voice is boring as hell.