John_Couey
Member
Now we're talking. Good work Ned.
nedflandeurse said:A glimpse of something I have been working on.
I mostly reused some sprites from my other moves to frankensprite this move.
One of the special throws "Tombstone piledriver"
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dantedevil said:nedflandeurse said:A glimpse of something I have been working on.
I mostly reused some sprites from my other moves to frankensprite this move.
One of the special throws "Tombstone piledriver"
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Looks great my friend!
;D ;D ;D
crimefighters3 said:Hey Ned you still working on this? Hope things are going okay? Games looks fantastic.
delay 1#--------------last pour release bind of P2 (1 frame)
@cmd position 10 24 1 0 1
frame data/chars/rachel/suptwist22.gif
delay 1#--------------last pour release bind of P2 (1 frame)
@cmd depost 0
@cmd finish 50 2 -2.2 2.2 1 1#50 2 -2.2 2.2 1 1
frame data/chars/rachel/suptwist22.gif
delay 35
frame data/chars/rachel/suptwist22.gif
#get up
nedflandeurse said:
@cmd finish 50 2 2.2 2.2 1 0
The part of docs I read about coding slams with BB method. (incomplete and not accurate I think)
Bloodbane said:I made those scripts myself but to to tell the truth, I still trial n error when setting finish or throw command. Mostly setting Vx and facing parameter
If facing direction is still wrong, change last parameter from 0 to 1 or 1 to 0. If opponent fall to wrong direction, I set negative velocity for Vx (or positive Vx if it were negative before)
So in your case, try this:
Code:@cmd finish 50 2 2.2 2.2 1 0
The part of docs I read about coding slams with BB method. (incomplete and not accurate I think)
You're correct about that. x,y and z are actually Vx, Vy and Vz and they are independent to opponent's facing direction
Last parameter defines opponent's facing direction and it's not related to Vx
HTH
@cmd finish 50 2 2.2 2.2 1 0