In Progress Astonishing X-men Deadly Premonition

The project is currently under development.
Wolverine is my most hated marvel char so it will take all my willpower to try and make him good.  Albeastie did most of his beserker mode but i still gotta finish that as well as finish his unclawed/normal/ninja mode lol
 
He is not that great of a char imho and he is in everything marvel.  They make him the main focus on everything when there are so many other characters that are way better than him
 
First time using the follow command thing did i do it correctly?
anim freespecial
hitflash blood2
loop 0
delay 6
offset 67 114
followanim 2
followcond 1
        bbox 55 53 28 61
@cmd mpcost 30
        frame data/chars/logan/logan2/ka1-1.png
frame data/chars/logan/logan2/ka1-2.png
        @cmd randSound "sfx/w/c1.wav" "sfx/w/c2.wav" "sfx/w/c3.wav"
        attack 65 56 27 52 10 0 0 0 0 0
        delay 15
        frame data/chars/logan/logan2/ka1-3.png
        attack 0 0 0 0 0 0 0 0 0 0
        delay  6
        frame data/chars/logan/logan2/ka1-4.png

        follow2
        hitflash blood3
loop 0
delay 6
offset 67 114
followanim 3
followcond 1
        bbox 53 58 24 55
        @cmd randSound "sfx/w/c1.wav" "sfx/w/c2.wav" "sfx/w/c3.wav"
        attack 77 74 56 16 15 0 0 0 0 0
        delay 15
        frame data/chars/logan/logan2/ka2-1.png
        frame data/chars/logan/logan2/ka2-2.png
        attack 0 0 0 0 0 0 0 0 0 0
        delay  6
        frame data/chars/logan/logan2/ka2-1.png

        follow3
        hitflash blood2
loop 0
delay 6
offset 67 114
followanim 3
followcond 1
        bbox 55 63 28 52
        frame data/chars/logan/logan2/ka3-1.png
        @cmd randSound "sfx/w/c1.wav" "sfx/w/c2.wav" "sfx/w/c3.wav"
        attack 77 51 51 63 15 0 0 0 0 0
        delay 15
        frame data/chars/logan/logan2/ka3-2.png
        attack 0 0 0 0 0 0 0 0 0 0
        attack 90 78 30 48 15 0 0 0 0 0
        frame data/chars/logan/logan2/ka3-3.png
        attack 0 0 0 0 0 0 0 0 0 0
        delay  6
        frame data/chars/logan/logan2/ka3-4.png

        follow4
        hitflash blood2
loop 0
delay 6
offset 67 114
followanim 4
followcond 1
        bbox 51 69 24 45
        frame data/chars/logan/logan2/ka5-1.png
        bbox 37 73 37 30
        frame data/chars/logan/logan2/ka5-2.png
        @cmd randSound "sfx/w/c1.wav" "sfx/w/c2.wav" "sfx/w/c3.wav"
        attack 63 74 70 15 20 0 0 0 0 0
        delay 15
        frame data/chars/logan/logan2/ka5-3.png
        attack 0 0 0 0 0 0 0 0 0 0
        delay 6
        bbox 44 68 27 44
        frame data/chars/logan/logan2/ka5-4.png

        follow5
        hitflash blood3
loop 0
delay 6
offset 67 114
bbox 58 59 21 55
        frame data/chars/logan/logan2/a2-1.png
@cmd dasher 0 2 0 1
        attack 74 52 26 52 15 1 0 0 0 0
        frame data/chars/logan/logan2/a2-1.png
        frame data/chars/logan/a2-2.png
@cmd dasher 0 0 0 0
        frame data/chars/logan/logan2/a2-3.png
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/logan/logan2/a3-1.png
 
Well, you made some serious mistakes there. First of all, FOLLOWs are animations like any other animations so you must define them as animation too
2nd, you set some followanim command wrong. See the correct one below

anim  freespecial
  hitflash  blood2
  loop  0
  delay  6
  offset  67 114
  followanim  2
  followcond  1
        bbox  55 53 28 61
  @cmd  mpcost 30
        frame  data/chars/logan/logan2/ka1-1.png
  frame  data/chars/logan/logan2/ka1-2.png
        @cmd  randSound "sfx/w/c1.wav" "sfx/w/c2.wav" "sfx/w/c3.wav"
        attack  65 56 27 52 10 0 0 0 0 0
        delay  15
        frame  data/chars/logan/logan2/ka1-3.png
        attack  0 0 0 0 0 0 0 0 0 0
        delay  6
        frame  data/chars/logan/logan2/ka1-4.png

anim follow2
        hitflash  blood3
  delay  15
  offset  67 114
  followanim  3
  followcond  1
        bbox  55 53 28 61
        frame  data/chars/logan/logan2/ka1-3.png
        delay  6
        frame  data/chars/logan/logan2/ka1-4.png
        bbox  53 58 24 55
        @cmd  randSound "sfx/w/c1.wav" "sfx/w/c2.wav" "sfx/w/c3.wav"
        attack  77 74 56 16 15 0 0 0 0 0
        delay  15
        frame  data/chars/logan/logan2/ka2-1.png
        frame  data/chars/logan/logan2/ka2-2.png
        attack  0 0 0 0 0 0 0 0 0 0
        delay  6
        frame  data/chars/logan/logan2/ka2-1.png

anim follow3
        hitflash  blood2
  delay  15
  offset  67 114
  followanim  4
  followcond  1
        frame  data/chars/logan/logan2/ka2-2.png
        delay  6
        frame  data/chars/logan/logan2/ka2-1.png
        bbox  55 63 28 52
        frame  data/chars/logan/logan2/ka3-1.png
        @cmd  randSound "sfx/w/c1.wav" "sfx/w/c2.wav" "sfx/w/c3.wav"
        attack  77 51 51 63 15 0 0 0 0 0
        delay  15
        frame  data/chars/logan/logan2/ka3-2.png
        attack  90 78 30 48 15 0 0 0 0 0
        frame  data/chars/logan/logan2/ka3-3.png
        attack  0 0 0 0 0 0 0 0 0 0
        delay  6
        frame  data/chars/logan/logan2/ka3-4.png

anim follow4
        hitflash  blood2
  delay  15
  offset  67 114
  followanim  5
  followcond  1
        bbox  55 63 28 52
        frame  data/chars/logan/logan2/ka3-3.png
        delay  6
        frame  data/chars/logan/logan2/ka3-4.png
        bbox  51 69 24 45
        frame  data/chars/logan/logan2/ka5-1.png
        bbox  37 73 37 30
        frame  data/chars/logan/logan2/ka5-2.png
        @cmd  randSound "sfx/w/c1.wav" "sfx/w/c2.wav" "sfx/w/c3.wav"
        attack  63 74 70 15 20 0 0 0 0 0
        delay  15
        frame  data/chars/logan/logan2/ka5-3.png
        attack  0 0 0 0 0 0 0 0 0 0
        delay  6
        bbox  44 68 27 44
        frame  data/chars/logan/logan2/ka5-4.png

anim follow5
        hitflash  blood3
  delay  15
  offset  67 114
        bbox  37 73 37 30
        frame  data/chars/logan/logan2/ka5-3.png
        delay  6
        bbox  44 68 27 44
        frame  data/chars/logan/logan2/ka5-4.png
  bbox  58 59 21 55
        frame  data/chars/logan/logan2/a2-1.png
  @cmd  dasher 0 2 0 1
        attack  74 52 26 52 15 1 0 0 0 0
        frame  data/chars/logan/logan2/a2-1.png
        frame  data/chars/logan/a2-2.png
  @cmd  dasher 0 0 0 0
        frame  data/chars/logan/logan2/a2-3.png
  attack  0 0 0 0 0 0 0 0 0 0
  frame  data/chars/logan/logan2/a3-1.png

I smoothen the transition between animations too here
BTW mpcost function only spends MP, it won't stop Wolverine from performing this move if he doesn't have enough MP. You must define animLimit also to do that
 
Almost done with my part in coding wolvie.  Bloodbane will still have to code his wall climbs and his attacks from the wall like diving down at an opponet from the walls and stuff like that.  Here is one of his unclawed super moves.  He uses his healing factor to fully recover his health.  This doesnt come without a price as it drains all his muntant powers.  He also in his unclawed mode can regenerate a small bit of health.  I am hoping to find out where to put a script.
void hpcost( int HCost)
{// Spend some life
void self = getlocalvar("self");
void Life = getentityproperty(self,"health"); //get health
if (Life > HCost){ //Does the entity have enough health?
changeentityproperty(self, "health", Life-HCost);//consume health
}
}
  In clawed mode he will be damaged little by little in certain animations so you have to switch back to unclawed mode.

bor%20-%200012_zpszprgzsnx.png
 
Okay while i wait for a month for beastie lol ill work on beasts other sprites for his tech mode
beast.png
 
esn23 said:
I am hoping to find out where to put a script.
void hpcost( int HCost)
{// Spend some life
void self = getlocalvar("self");
void Life = getentityproperty(self,"health"); //get health
if (Life > HCost){ //Does the entity have enough health?
changeentityproperty(self, "health", Life-HCost);//consume health
}
}
  In clawed mode he will be damaged little by little in certain animations so you have to switch back to unclawed mode.

I disagree with this idea. Wolverine's mutant ability is regeneration so it won't make sense if he loses HP
OTOH he's already at disadvantage by not having long range attack so he should keep his claws ready at all times
I never understand why Wolverine has to fight without his claws :(
 
esn23 said:
Okay while i wait for a month for beastie lol ill work on beasts other sprites for his tech mode
beast.png

hehehe I planned to use that power loader since ages, this is I never showed to you, lol
Nice choice.
 
Great minds think a like i guess O lol.  As far as wolvie is concerned bloodbane my friend.  I will send him to beastie to get him cleaned up make sure all his sounds are in there.  Once beastie is done by that time we should have beast and wolvie coded and i will send the new game to you.  If you want to change that health thing or make him better i completly trust you. :P
 
Can someone please use sprite roate on this sprite and rotate him in all directions in a circle frontwards and backwards.

beastmeh.png
 
Some quick progress I am ripping/editing the sentinel underground base which is the last level we need to code before the demo.  Then all i got to do is make the rest of the cutscenese code the rest or wolvie and beast and make enemies for the levels. :P
 
I once again need everyones help I need a testtube or some kind of case big enough for this guy.  He is a deactivated sentinel that will be in the background of the sentinel stage.

sentinel.jpg
 
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