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Moves Tutorial by Zizibaluba ++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++ ################################################## ################################################## ######################### line of = is: another part of the data line of - is: another piece of the data I'm talking about or something that is important that needs space line of + is: something else other than explained box made of _ is: example a * is: I'll explain more later a ! is: something important a ? is something I'm not sure about (which means I'll update if I find out anything else than what I already know) a EX is: example ---------------------------------------------------------------------------------------------------------------------------- d stands for: defend j stands for: jump a stands for: attack ^ stands for: up v stands for: down > stands for: right < stands for: left ################################################## ################################################## #########################
This is Template's standing part of the data, I'm going to use this as an example for the first few things. __________________________________________________ __________________________________________________ _________________________ <frame> 0 standing pic: 0 state: 0 wait: 3 next: 1 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 33 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 1 standing pic: 1 state: 0 wait: 3 next: 2 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 33 y: 47 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 2 standing pic: 2 state: 0 wait: 3 next: 3 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 32 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 3 standing pic: 3 state: 0 wait: 3 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 32 y: 44 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> __________________________________________________ __________________________________________________ _________________________ Now you see the hit_a: hit:_j: and hit:_d in all the parts, they are the starting point of a move creation. [You could also add different commands such as hit_Fa: (See my BASIC Data Tutorial)] __________________________________________________ __________________________________________________ _________________________ <frame> 0 standing pic: 0 state: 0 wait: 3 next: 1 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 33 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> __________________________________________________ __________________________________________________ _________________________ Now we'll look at this with the first standing part only. (We'll get into the actual move making part later) Say we made a move that has starts from frame 280 to 290 Now we want to make it so that the input for that move is going to be d>j So now we put hit_Fj: 280 in the first line, here's how it would look after it is done: __________________________________________________ __________________________________________________ _________________________ <frame> 0 standing pic: 0 state: 0 wait: 3 next: 1 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fj: 280 wpoint: kind: 1 x: 33 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> __________________________________________________ __________________________________________________ _________________________ now apply the hit_Fj: 280 to all the standing data so that when the character is standing he or she will respond to all the standing d>j you could also apply it to other special parts of the data like while the character is doing another move or when the character is jumping or something... ================================================== ================================================== ========================= That's actually basically all. It's just a matter of applying different things you see on the data tutorials onto the different frames. For beginners, you could just copy a move from another character and stuff like that. After you get used to the idea you could actually start making moves from scratch. The main thing you have to remember when you copy frames from other characters is that the pictures won't match the character pictures you are making exactly, unless it's one of the basic pictures. Oh, yea, here's a very good tip for even the best character makers: double check the frame numbers and make sure there's no repeating frame numbers also check the [hit] links (hit_a:, hit_j:, hit_d:, etc.) so it doesn't go to the wrong frame. When I get some time I'll make a list of ways to make different special moves.
================================================== ================================================== ========================= UPDATE (3/14/05): If making an actual move, it would be best to go to defend and input the hit_'s so it would not be screwed up. I had this expirence with Dark (me and Dan's 1st Dark Domain character) where I have to press D> and wait about a second or 2 then press J for the move to work. I found out later that if you put the hit_Fj: in the defend frames, it would do the move in the normal way after you pressed the input. Also, on the actually making moves part. You basically take what you want from a character, edit out the parts you don't want, add in parts from other characters, and there's your move. It sounds like copying, but it really isn't. Because data changing is just limited to that. For example, Dark (again), actually has Henry's critical arrow for his "Burning Stars" move. But because of the great sprite change that Dan made, it looks like a completely different move. It's the magic of graphics. Pretty much the only thing to a truly orginal move these days is interesting combos made from scratch or good graphics combined with some good data changing that makes the move "new" with the same effects of the game itself. ================================================== ================================================== ========================= UPDATE (6/9/06): When you do make a hit_??, sometimes if you put it within the walking or standing frames it implies you have to do the input very fast or very slow. So, in order to avoid this, you must also put hit_?? within the defend frames.
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$ $ $ $ THE MOVES TUTORAL ENDS HERE PLEASE LOOK AT THE BASIC AND/OR ADVANCE TUTORAL IF YOU DON'T SEE ANYTHING YOU NEED HERE. $ $ $ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$
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