Jump

is there a thread or tutorial on jumping. I was told it was fairly simple to make happen. I'm not sure I understand how to use it...thought I did, I have an 17 frame jump and all my animation files are correctly named. I have doubled checked the names and added a jump height but when I push D the button in the control menu that says is the jump button but nothing happens....no jump so I assume there's more to it than I am understanding. I have keyword searched for the topic and read through the manual but somewhere I am not doing something right I have looked at 4 mods where characters have anim jump so I have tried my best to to learn what I could on my own would be grateful for any assistance in understanding what I need to do. I set my offset the same value as my Idle animation- that was what one of the mods I looked at did, but something is still wrong my player simply won't jump.
 
nsw25  I have a jump height but must have missed jump distance however the mod I was looking at didn't mention jump distance...I could only find a height measurement.

Bloodbane Here is a copy paste of leo's text file I can only take credit for some as NSW really got the offset bbox and attacks working for me, the rest were just what I did from trying to understand other mods. What I struggled with he was great enough to put me on track although I should have added more animations because I only had like 3 to show him, been finishing them tho. But I was also taking each step idle, walk, attack one at a time so I could peer at my progress each step. I have tons from  sword attacks with 5 or 6 frames and some that are 16+ frames.

nsw25 and Bloodbane
Also at the bottom of the post is a video I made of many more attacks and reactions put into gif files )just to demonstrate animation) and to show what my eventual goal is with this mod. I hope to have a few combos, That is not all.....there are even more frames including some bear handed shots (unarmed like punches, kicks) which I thought would be okay to take on since the mod I choose used a text file for the weapon yielding player and one for the barehanded version of the character. Hoped to learn from that, This is a mod based on a fighting game that is intended to be a third person left to right slash/beat em up adventure mod. Like X-men, Tmnt etc Having said that I'd like it to have as similar as game play in terms a much higher volume of attack moves, as in the original Warzard arcade game including tempo of attacks,  instead of just one or 2 repetitive attacks. I'd like to have boss characters for each level. and what really made me want to work on this project was the amount of art there is available as having the right sprites I learned from Bloodbane in GI Joe is completely essential. That and I was blown away by the original arcade game. Something else that I hope to make work somehow. I have the sprites for it too...Leo in the original game is transformed after the result of a magic attack from one of the npc enemy characters. I thought it would be great to play upon this concept in a few side levels where you play as the little mouse and it temporarily becomes similar to a platform game mario sonic type adventure game as  the little mouse only has the animation for jump and run and maybe one or 2 attacks, perhaps at the end reaching the goad to transform back into Leo and thwn return into leo to continue the main game. I thought it would add variety to the game. I may have set the bar a little high as a first project. I realize that but I felt as if it took 2 years to do something unique it would be the most fun and rewarding. I got a long road to go I know but I really see this as an opportunity, I know I ask a lot of questions but I do try to keyword search on the forums and use the manual but it's no substitute for talking to people. Although I did learn to add my own title screen. So I really am trying my best to learn what I can on my own thanks guys here is my leo text video is below that is a pak files is needed please just let me know. I never wanted to learn how to make these huge open world 3d levels which is why I thin l Open bor is the best tool for me...I'm quite fascinated by is and thanks to KMFDM making a ps classic core so far it plays on my console just fine which is really exciting. To make something I would have played on the arcade 2- years ago that is just plain 2d side to side fun but that I can now play on my couch. Thanks for any and all help guys.


name leo
health 500
speed 17
running 40 4.5 2 1 0
jumpheight 4.5
type player
gfxshadow 1
atchain 1 2
makeinv 4
risetime 100
riseinv 1
candamage enemy obstacle



anim attack1
fastattack 1
delay 5
offset 126 154
bbox 97 57 60 106
hitflash slash
hitfx data/sounds/slash.wav
frame data/chars/leo/Slash00.png
attack 178 8 41 104 5 0 1 0 0 30
bbox 128 53 45 100
frame data/chars/leo/Slash01.png
delay 6
attack 163 53 173 40 5 0 1 0 0 30
bbox 141 49 62 115
frame data/chars/leo/Slash04.png
delay 5
attack 55 77 106 54 5 0 1 0 0 30
bbox 132 53 56 101
frame data/chars/leo/Slash02.png
delay 1
attack 0 0 0 0
frame data/chars/leo/Slash03.png
delay 5
attack 0 0 0 0
bbox 101 51 77 104
frame data/chars/leo/Slash01.png

anim attack2
delay 6
offset 126 154
bbox 105 45 64 115
hitflash slash
hitfx data/sounds/slash.wav
frame data/chars/leo/Slash06.png
attack 5 74 121 32 5 0 1 0 0 30
bbox 128 53 45 100
frame data/chars/leo/Slash05.png
delay 8
attack 163 53 173 40 5 0 1 0 0 30
bbox 141 49 62 115
frame data/chars/leo/Slash04.png
delay 5
attack 44 69 101 45 5 0 1 0 0 30
bbox 128 53 61 100
frame data/chars/leo/Slash03.png
attack 59 78 56 51 5 0 1 0 0 30
bbox 128 53 61 100
frame data/chars/leo/Slash02.png
attack 0 0 0 0
bbox 128 53 45 100
frame data/chars/leo/Slash01.png

anim fall
drawmethod tintmode 4
drawmethod tintcolor 173_30_27
delay 7
offset 98 128
bbox 64 28 59 102
frame data/chars/leo/Idle_00.png
nodrawmethod
delay 4
offset 98 128
bbox 64 28 59 102
frame data/chars/leo/Idle_00.png

anim idle
loop 1
delay 10
offset 98 128
bbox 64 28 59 102
frame data/chars/leo/Idle_00.png
frame data/chars/leo/Idle_01.png
frame data/chars/leo/Idle_02.png
frame data/chars/leo/Idle_03.png
frame data/chars/leo/Idle_04.png
frame data/chars/leo/Idle_05.png
frame data/chars/leo/Idle_06.png
frame data/chars/leo/Idle_07.png
frame data/chars/leo/Idle_08.png
frame data/chars/leo/Idle_09.png
frame data/chars/leo/Idle_10.png
frame data/chars/leo/Idle_11.png
frame data/chars/leo/Idle_12.png
frame data/chars/leo/Idle_13.png
frame data/chars/leo/Idle_14.png
frame data/chars/leo/Idle_15.png
frame data/chars/leo/Idle_16.png
frame data/chars/leo/Idle_17.png
frame data/chars/leo/Idle_18.png
frame data/chars/leo/Idle_19.png

anim pain
drawmethod tintmode 4
drawmethod tintcolor 173_30_27
delay 7
offset 98 128
bbox 64 28 59 102
frame data/chars/leo/Idle_00.png
nodrawmethod
delay 4
offset 98 128
bbox 64 28 59 102
frame data/chars/leo/Idle_00.png

anim rise
delay 4
offset 98 128
bbox 64 28 59 102
frame data/chars/leo/Idle_01.png

anim riseattack
jumpframe 0 2 4
landframe 4
fastattack 1
delay 5
hitflash slash
hitfx data/sounds/slash.wav
offset 89 117
bbox 67 18 59 104
frame data/chars/leo/WALK_05.png
bbox 78 21 58 97
frame data/chars/leo/WALK_06.png
attack 64 29 106 67 10 1 1 0 0 30
dropv 3 6
frame data/chars/leo/WALK_07.png
attack 76 32 95 63 10 1 1 0 0 30
dropv 3 6
delay 20
frame data/chars/leo/WALK_08.png
delay 3
attack 0 0 0 0
frame data/chars/leo/WALK_05.png
frame data/chars/leo/WALK_05.png

anim run
loop 1
delay 4
offset 89 117
bbox 67 18 59 104
frame data/chars/leo/WALK_00.png
frame data/chars/leo/WALK_01.png
frame data/chars/leo/WALK_02.png
frame data/chars/leo/WALK_03.png
frame data/chars/leo/WALK_04.png
frame data/chars/leo/WALK_05.png
frame data/chars/leo/WALK_06.png
frame data/chars/leo/WALK_07.png
frame data/chars/leo/WALK_08.png
frame data/chars/leo/WALK_09.png
frame data/chars/leo/WALK_10.png
frame data/chars/leo/WALK_11.png
frame data/chars/leo/WALK_12.png
frame data/chars/leo/WALK_13.png

anim runattack
jumpframe 0 2 4
landframe 4
fastattack 1
delay 5
hitflash slash
hitfx data/sounds/slash.wav
offset 89 117
bbox 67 18 59 104
frame data/chars/leo/WALK_05.png
bbox 78 21 58 97
frame data/chars/leo/WALK_06.png
attack 64 29 106 67 10 1 1 0 0 30
dropv 3 6
frame data/chars/leo/WALK_07.png
attack 76 32 95 63 10 1 1 0 0 30
dropv 3 6
delay 20
frame data/chars/leo/WALK_08.png
delay 3
attack 0 0 0 0
frame data/chars/leo/WALK_05.png
frame data/chars/leo/WALK_05.png

anim walk
loop 1
delay 5
offset 89 117
bbox 67 18 59 104
frame data/chars/leo/WALK_00.png
frame data/chars/leo/WALK_01.png
frame data/chars/leo/WALK_02.png
frame data/chars/leo/WALK_03.png
frame data/chars/leo/WALK_04.png
frame data/chars/leo/WALK_05.png
frame data/chars/leo/WALK_06.png
frame data/chars/leo/WALK_07.png
frame data/chars/leo/WALK_08.png
frame data/chars/leo/WALK_09.png
frame data/chars/leo/WALK_10.png
frame data/chars/leo/WALK_11.png
frame data/chars/leo/WALK_12.png
frame data/chars/leo/WALK_13.png


anim    jump
        offset 98 128
delay 8
bbox 118 87 36 60
data/chars/leo/jump1.png
        data/chars/leo/jump2.png
data/chars/leo/jump3.png
data/chars/leo/jump4.png
data/chars/leo/jump5.png
data/chars/leo/jump6.png
data/chars/leo/jump7.png
data/chars/leo/jump8.png
data/chars/leo/jump9.png
data/chars/leo/jump10.png
data/chars/leo/jump11.png
data/chars/leo/jump12.png
data/chars/leo/jump13.png
data/chars/leo/jump14.png
data/chars/leo/jump15.png
data/chars/leo/jump16.png








https://www.youtube.com/watch?v=d28WVx58W-8



#|edited by openBor Stats v 0.67

 
How come there's no frame in anim jump?

Code:
anim    jump
        offset   98 128
   delay   8
   bbox   118 87 36 60
   data/chars/leo/jump1.png
        data/chars/leo/jump2.png
   data/chars/leo/jump3.png
   data/chars/leo/jump4.png
   data/chars/leo/jump5.png
   data/chars/leo/jump6.png
   data/chars/leo/jump7.png
   data/chars/leo/jump8.png
   data/chars/leo/jump9.png
   data/chars/leo/jump10.png
   data/chars/leo/jump11.png
   data/chars/leo/jump12.png
   data/chars/leo/jump13.png
   data/chars/leo/jump14.png
   data/chars/leo/jump15.png
   data/chars/leo/jump16.png
 
nsw25  Bloodbane maxman
You guys were right I am sorry left the frames out completely/ Duh Brian (me)! That was it I completely missed it....no frame? lol? Cant believe I did that. He is jumping okay now as the video shows but noticed as he gets into the air the his color goes to red. I tried using the draw method and changing his color palette to the same as other working leo pics...I am getting no errors and he jumps just fine but why why would he turn red like that in the middle of the animation? Here is the video exampleof his color changing....of what's occurring. I even assigned the color palette created for Leo's shots that were working ok. Any thoughts on why he is turning red? LOL....I have tried several things to try to fix it...video is below at the bottom

bWWd  I understand what you mean but he has so many animations and I have so much time invested in him, not really starting from zero other than his coding and other mods have been a big help.  Sometimes I have been able to use other mods to compare...not always but in the course of a 3 or 4 weeks this guys worked out okay at least I am happy with him.I certainly have made more progress than I did the first 2 months. I have the occasional problem but typically I have been able to resolve most by reading or posting. or just simple mistakes such as forgetting to add frames  ::)/ I hate to start with some boring character that has been used to death  times especially when I have so much invested into this guy. I would like to pick up on things faster...true.... but as a noob I don't think I am doing horrible with this character. And now he can jump once I saw where I screwed up. If I quit on him now I will feel like I failed. The problem with GI Joe wasn't just coding but lots to do with lack of sprites. This game has plenty and I intend to use other enemy entities I have found from other games that really fit the theme.  So far Leo's only problems are a few simple mistakes I have made but nothing that has been a real problem. I don;t want to give up because this is the only game I really wanted to based my mod on. When I played this game I knew if I could find the sprites this one was for me....hoping it will work. Hasn't been so bad.


https://www.youtube.com/watch?v=h83jx69gyRI

 
Wombat2112 said:
I have a jump height but must have missed jump distance however the mod I was looking at didn't mention jump distance...I could only find a height measurement.

I use jumpspeed for jump distance
 
I know you have explained many things but its difficult for me to remember everything especially days later Unfortunately I lost several messages due to the fact that I selected the top box which deletes all messages :-( so I a certain I have lost some things. I took out the draw method and tint entries just to see what would happen and now he is more of a black lol...oh well maybe it's time to take a break for a few days anyway. I retired at 44 and have a lot of free time..probably just trying to move too fast...thanks for helping me.
 
No I just added a few in a separate folder in case something got messed up so I wouldn't ruin my originals... I keep those in a file unaltered. I have turned somethings solid black lol. What I tried to do is load the palette file I had from the Leo shots you helped me with and tried to add that palette to with other animations....Like I added jump.... but it would either be back or red depending on which frame I adding things to.

Here are some of the other animations I really want to use... a grab slam which is really cool...more slash types, an alternate jump, gigadriver even have a dead, rise, and several block animations, I especially like the last few they are called mars attack of something like that where fire and energy are released from his sword...it's in the video.

https://www.youtube.com/watch?v=bw6lkX7AfUU
 
I use jumpspeed for jump distance
I know this topic is old, but I am having an issue with the jumping speed. I added both jumpheight and jumpspeed, but I am having an issue that my entity jumps slowly in 1080p resolutiion.
If I understood it correctly,
jumpheight = how height the entity can jump
jumpspeed = how far the entity can jump to.

how can I make the entity jump faster?

Thank you
 
how can I make the entity jump faster?
Keep in mind that all the velocities uses the base resolution (either 320x240 or 480x272) to calculate it. So if you use 1080p, that means 4x the original resolution and you have to adapt all your values for that.

For walking velocities, you have to manually adapt them. For jumping/falling velocities, you have some options to change on stages:

gravity {value}

  • This sets gravity or falling speed in the level.
  • It should use negative value. Defaults to -10
  • Setting -5 makes characters fall like in water.

or you can change the MAXFALLSPEED - this is useful for when you need a move where your character will come down very quickly.
If you don't change this, all your falling velocities will be limited to 6 (6 pixels per centisecond) and the only way to bypass this by script is using updatescript

maxfallspeed {value}

  • This sets maximum falling speed in the level.
  • It should use negative value. Defaults to -60 (6 pixels per centisecond)
  • Setting -20 (2 pixels per centisecond) makes characters fall like in water.
  • If you want your character to fall faster, set it to -200 (20 pixels per centisecond).
 
Keep in mind that all the velocities uses the base resolution (either 320x240 or 480x272) to calculate it. So if you use 1080p, that means 4x the original resolution and you have to adapt all your values for that.

For walking velocities, you have to manually adapt them. For jumping/falling velocities, you have some options to change on stages:

gravity {value}

  • This sets gravity or falling speed in the level.
  • It should use negative value. Defaults to -10
  • Setting -5 makes characters fall like in water.

or you can change the MAXFALLSPEED - this is useful for when you need a move where your character will come down very quickly.
If you don't change this, all your falling velocities will be limited to 6 (6 pixels per centisecond) and the only way to bypass this by script is using updatescript

maxfallspeed {value}

  • This sets maximum falling speed in the level.
  • It should use negative value. Defaults to -60 (6 pixels per centisecond)
  • Setting -20 (2 pixels per centisecond) makes characters fall like in water.
  • If you want your character to fall faster, set it to -200 (20 pixels per centisecond).
Ahhh man, you are my life saver! I've been messing around with the jump animation including jumpframe.. but it didn't help much.
Now I understand why!
I was reading the manual about the jumping stuff, but did not know about there were a gravity and maxfallspeed for the level also in the manual.

Thank you very much bro!
 
@Bruce,

If I can offer some advice, and I think @O Ilusionista would agree, you are nowhere near skilled enough yet to be working on high resolution games. Almost everything will require adjustments and calculations to make them work correctly, and from the questions you ask us, right now you are still learning the fundamentals.

Attempting to run true 1080p is all by itself an indication you don't really know what you're doing. Even professional developers almost never create sprite games in true 1080p. For that matter most polygonal games aren't 1080p either. They use lower resolutions and then scale them up. See this chart, and take notice of ostensibly "high res" assets compared to a real 1080p screen.

resolution_sample_0.png

None of this is meant as an insult. It's just reality. Learn how to make an SD game first. Then maybe you can attempt something bigger. Otherwise all you are going to accomplish is frustrating yourself.

DC
 
@Bruce,

If I can offer some advice, and I think @O Ilusionista would agree, you are nowhere near skilled enough yet to be working on high resolution games. Almost everything will require adjustments and calculations to make them work correctly, and from the questions you ask us, right now you are still learning the fundamentals.

Attempting to run true 1080p is all by itself an indication you don't really know what you're doing. Even professional developers almost never create sprite games in true 1080p. For that matter most polygonal games aren't 1080p either. They use lower resolutions and then scale them up. See this chart, and take notice of ostensibly "high res" assets compared to a real 1080p screen.

View attachment 7619

None of this is meant as an insult. It's just reality. Learn how to make an SD game first. Then maybe you can attempt something bigger. Otherwise all you are going to accomplish is frustrating yourself.

DC
I greatly appreciate for your advice, DC as your statement is completely right.
I am still learning the fundamentals.
I know that creating the 1080p game will be very challenging for me as there are so many things require calculations and adjustments.
I remember when I've tried to modify the FF LNS to double its resolution, I had to modify thousands of files to make it work. I've modified it to where I was happy with it to play with it. Even then I didn't have the time to make everything work perfectly.
However, I always love the games in high-res. Beside, I don't actually create sprites from scratch (I will use the existing sprites that I can find). Right now, I am capturing the Dante sprites from UMVC3. The sprites don't look so good, but at least I can add hi-res special effects to the 1080p resolution game.

I greatly appreciate for all the help that these great folks have helped me so far.
To be honest, without this site and these folks, I can't even think up creating a game :cool:
I will create a great game, but for now I am asking you guys to be patient with me :cool:

Thank you DC
 
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