Burning Animation

O Ilusionista

Captain 100K
I have a burning animation on my enemies, but I want it to stop/to revert to they normal fall animation once they hit the ground.

Is there a way to make it?
 
Solution
You need to set the loop, start frame, and the end frame, plus you need a landframe as well. The first parameter as we know, is the regular loop. The second parameter is the starting frame of the animation. The third parameter is the end frame. However, you need to include landframe and the number for frame. Like let's say 0 is for the first frame. 1 is for second, 2 is for third, and so on.

anim burn
loop      1 0 2 #2nd par. is for start frame and 3rd par. is for end frame
delay      4
offset    105 188
bbox      0 0 0 0
landframe 2
        frame      data/chars/0misc2/burn1.gif
        frame      data/chars/0misc2/burn2.gif
frame      data/chars/2punk1/fall4.gif
Not sure what you mean, you just need burning animation sprites for in midair falling part, as soon as enemy hits the ground his sprites are regular ones.
I never seen in any game burning sprites while character was on the ground, burning animation is just other sprites for falling animation.
 
Its the opposite: I want to stop the burn animation when the entity touches the ground

I just need the burning (burning, not bpain) animation while the enemy is on the air, when he touches the ground, I want to revert it back to his fall animation on ground.

Its something very common, at least in mugen characters. I see some people using making many burning frames and forcing the land on the last one, with the normal sprite. But maybe this won't work for me, since the attacks have different velocities.
 
Im not sure how youre using it but you can set velocity of falling enemy with "dropv" command, "fall" animation is regular one but "fall2" animation could be used as burning fall animation, then if you want enemies to burn then you must have attack2 instead of attack in your characters, like this so it will play their fall2 animation:
delay 6
attack2 70 88 66 48 1 0 0 0 5 0
dropv 1.8 0.3
frame data/chars/jacek/a2.gif

And about velocity problem, you have to use landframe in fall animation, and engine will always use that particular frame when your character hits the ground and it wont switch in midair, its a bit similar to using delay of -1 in mugen in long falls but you juts give it delay of 300 or somethin:

anim fall
loop 0
delay 8
offset 86 160
bbox 53 79 61 66
landframe 3
sound data/chars/jacek/fall.wav
frame data/chars/jacek/fall1.gif
frame data/chars/jacek/fall2.gif
delay 300
frame data/chars/jacek/fall3.gif
delay 20
frame data/chars/jacek/fall4.gif
 
Im not sure how youre using it
pretty simple: while in the air, he will be burning. When it touches the ground, he isn't.  Some fighting games have it.

Yeah, I am using with landframe, using a time based(IOW not looped) animation to make it and force the normal sprite at the land.

thanks
 
You need to set the loop, start frame, and the end frame, plus you need a landframe as well. The first parameter as we know, is the regular loop. The second parameter is the starting frame of the animation. The third parameter is the end frame. However, you need to include landframe and the number for frame. Like let's say 0 is for the first frame. 1 is for second, 2 is for third, and so on.

anim burn
loop      1 0 2 #2nd par. is for start frame and 3rd par. is for end frame
delay      4
offset    105 188
bbox      0 0 0 0
landframe 2
        frame      data/chars/0misc2/burn1.gif
        frame      data/chars/0misc2/burn2.gif
frame      data/chars/2punk1/fall4.gif
 
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