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Jebin Zedalu



Registered
  24/03/2007
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  22
24th March, 2007 at 19:00:17 -

Hey, all. I'm making a fangame of Super Smash Brothers, called Super Smash Brothers Not-Quite-Brawl. I've got the majority of the movement and attacking engines completed, but have run into a problem that I just can't seem to fix.

Whenever you try to use a forward attack (left/right + attack) and you are on the ground, it just doesn't work. In the air, the move will carry out as it should. But on the ground, the attack animation stops instantly and the move is not completed. I know this seems extremely bland, but I'm not sure how else to explain it short of explaining every little bit of code I have.
If you need to see exactly what I am talking about, I can e-mail you the current .cca file. Just send me an e-mail at jebinzedalu@gmail.com and I'll send it to you.

If absolutely necessary, I can nab all the code and post it here. I'd rather not do that, though, as that'd probably take about 3 hours of continuous manual copying.

 
All problems can be solved through the use of violence and/or duct tape.

axel

Crazy?

Registered
  05/02/2005
Points
  4766

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24th March, 2007 at 19:32:07 -

Are you using a custom movement engine?

 
n/a

Jebin Zedalu



Registered
  24/03/2007
Points
  22
24th March, 2007 at 20:15:41 -

Yes. Two values, one for horizontal movement and one for vertical. Bottom collision bar that follows the player.

 
All problems can be solved through the use of violence and/or duct tape.

Joe.H

Evil Faker

Registered
  19/08/2002
Points
  3305
24th March, 2007 at 20:22:59 -

maybe it's conflicting with other animation events when you're on the ground.

Try using alterable values to determine the ground state (i.e stationary, moving, attacking etc)

or using flags

or a mixture

 
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Bibin

At least 9001

Registered
  01/07/2005
Points
  308

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24th March, 2007 at 20:45:15 -

My suggestion would be to not make an SSB game. I've seen so many of them that just don't cut it. I'm not necissarily doubting your power, but I doubt that anyone here will be able to make a good one.

 
n/a

Paul_James



Registered
  02/07/2002
Points
  1320
24th March, 2007 at 21:08:16 -

what might be happening is that possibly when u code the animation for stopped - for example like after a fall

and so whenever the object is overlapping a background it will always repeat the event of setting animation to the stopped animation or restore animation whatever - and it will repeat every loop, so if the new attack's event placement is after that event, it will appear as if he only does one frame of the animation then stop

u have to recheck ur animation coding


 
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Jebin Zedalu



Registered
  24/03/2007
Points
  22
24th March, 2007 at 21:08:24 -

I've looked over all the animation events, and it doesn't seem as though any should be causing this problem.

Here is the file. http://www.freewebs.com/jebin_zedalu/SSBNotQuiteBrawl.cca

It isn't particularly orderly, but it should be at least somewhat understandable.

And Bibin, I've botched too many games to fail with this one as well. Besides, once this problem is fixed, I'm sure the rest of the game will fall into place. It is already pretty far, I just can't get forward attacks working.

 
All problems can be solved through the use of violence and/or duct tape.

Jebin Zedalu



Registered
  24/03/2007
Points
  22
30th March, 2007 at 13:59:02 -

Okay, I've found the solution to my previous problem, but I've run into a new one. Can't find out why it is happening, as is likely the case with everyone that comes here for help with a bug.

I have Luigi and Sonic in the game now. Everything works fine except for one thing: When both attack at the same time, their attack masks combine, and both get hit. Easiest to see with Luigi's Cyclone and Sonic's Spin Beam (neutral attack). Could someone look into the code for me and tell me if they find whatever is causing the problem?

http://www.freewebs.com/jebin_zedalu/SSBNotQuiteBrawl.cca

Once I get all these little accursed problems out of the way, I'm confident the rest of the game will fall into place... I hope.

 
All problems can be solved through the use of violence and/or duct tape.

Del Duio

Born in a Bowling Alley

Registered
  29/07/2005
Points
  1078

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30th March, 2007 at 14:52:35 -

This might be a long shot, but for the game I'm working on now's hero to show the "stopped" animation while on the ground, I seriously have to have like 16 negated animations in order to show it.

So it's like:

bottom detector("hero") is overlapping a background
+sword animation is playing (NEGATED)
+falling animation is playing (NEGATED)
+jumping animation is playing (NEGATED)
(blah, blah, a million more)
--> change animation to stopped

Also, I've run into problems before if you don't loop the animations and then change them. Of course, that could be my crappy coding too!

 
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Del Duio

Born in a Bowling Alley

Registered
  29/07/2005
Points
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30th March, 2007 at 14:58:19 -

When both attack at the same time, their attack masks combine, and both get hit.

If I understand this correctly, you can make it so that in order for one of them to take damage, they also have to be visible. Just make the one the player is supposed to be visible, and all the rest invisible. Better yet, send them to the "Phantom Zone", which is what I like to call about 1000 pixels off the frame into no man's land. You can even build a virtual prison out of a squarish backdrop obstacle and toss them in there. That way there'd be no way it'd collide with the character that the player is using on the screen. And yes, I partake is the phantom zone

Unless you mean they are fighting VERSUS each other.

 
--

"Del Duio has received 0 trophies. Click here to see them all."

"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"

DXF Games, coming next: Hasslevania 2- This Space for Rent!

Jebin Zedalu



Registered
  24/03/2007
Points
  22
30th March, 2007 at 16:42:45 -

I didn't have to have a bunch of negated code for my stopped animation to work. I just have two flags which both have to be off, and that's it. When jumping, flag #1 is on. When attacking, #2 is on. No animation code needed. But then, I have to have it that way so that I can have a bunch of different characters using the same code.


And yeah, the two characters are fighting each other. Both human controlled.

 
All problems can be solved through the use of violence and/or duct tape.

Jebin Zedalu



Registered
  24/03/2007
Points
  22
31st March, 2007 at 17:55:40 -

Has anyone else found what could be the source of the problem? I've been looking all throughout the code, changing the order of events and whatnot, but haven't had any luck yet.

 
All problems can be solved through the use of violence and/or duct tape.

Jebin Zedalu



Registered
  24/03/2007
Points
  22
4th April, 2007 at 13:27:31 -

I seriously can't find the problem at all. For some reason, when an attack is made by one of the characters, it sets ALL attack masks to that character's player value, which makes it able to hurt the other character if they are attacking at the same time elsewhere. At least, I think that is what happens.

Can a more experienced programmer help me out here?

 
All problems can be solved through the use of violence and/or duct tape.
   

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