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Thread: How to make teleportation (like akuma his Ashura Senkuu) PLEASE HELP!

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    Default How to make teleportation (like akuma his Ashura Senkuu) PLEASE HELP!

    So basicly I'm making a char called Super Ken (CVS style) W.I.P. Does anyone know how to make teleporation like akumas



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    Default Re: How to make teleportation (like akuma his Ashura Senkuu) PLEASE HELP!

    Well, there's more than one way to do it depending on what you want. There are plenty of characters such as evil ryu/ken and especially akuma's that has the move.

    Probably in your case, you should look into how the move was coded for those characters and go from there. Of course if you need help after that, then feel free to ask.

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    Default Re: How to make teleportation (like akuma his Ashura Senkuu) PLEASE HELP!

    Thank you! Can you break it down for me though @SteelHammers? Cuz I don't understand everything. This is my first time making a mugen char

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    The easiest and fastest way is to use a PosAdd type. Example...

    [State 1200, 2] type = PosAdd
    trigger1 = AnimElem = 17
    x= 500

    So you make an animation of the character traveling like Akuma, or doing an animation from point A to point B. On the last frame in the animation window (in this example, AnimElem =17, meaning the 17th frame) the character's actual x position will land on point B, where the animation has made the character to appear to land.

    without the change in the x position, the animation will end after appearing to travel, and the character will exactly where they were before the animation started.

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    Default Re: How to make teleportation (like akuma his Ashura Senkuu) PLEASE HELP!

    Well, I don't know which ones you're looking at so I can't break anything down for you but I'll give you an example of a very simple code that I just came up with using CvS ken Sprites and break it down for you.

    Here are the steps (for a forward moving Ashura Senku);

    1. Make an animation for the move with whatever animation you want but make it an animation with 7 Frames and 58 ticks in total. Label it however you want but in this case I'll just label this Animation as Number 1900.

    So your animation should look like this:
    startup=Frames 1-5 (18 ticks total), Movement=Frame 6 (35 ticks), Recovery= Frame 7 (5 ticks).

    Now for the code (you can copy and paste this but make sure Statedef 1900 isn't already used:

    Code:
    ;Ashura Senku
    [StateDef 1900]
    type = S          
    movetype = I      
    physics = N   ;-->No physics as we will define it ourselves.    
    anim = 1900   
    velset = 0,0      
    ctrl = 0 
    poweradd = 0 ;-->Add any value for power gain
    
    [State 1900, NotHitBy] ;-->Invulnerability during move
    type = NotHitBy
    trigger1 = AnimTime < -5  ;-->Invulnerable to all moves until the last 5 frames. If you want to be full Invul then use: trigger1 = 1
    value = SCA ;-->Cannot be hit by anything
    time = 1
    ignorehitpause = 1
    
    [State 1900, PlayerPush] ;-->Enable Passing through p2. (Assuming you have collision boxes)
    type = PlayerPush
    trigger1 = AnimTime<-5 ;-->Can pass through p2 until last 5 frames.
    value = 0 ;--> No player push
    ignorehitpause = 1
    
    [State 1900, VelSet] ;-->Movement velocity
    type = VelSet
    trigger1 = AnimElem=6;-->Move at Frame 6
    x = 6 ;-->Change to whatever (positive value)
    
    [State 1900, VelAdd] ;-->Apply friction (deceleration)
    type = VelAdd
    trigger1 = vel x>0 ;-->Only if moving
    trigger1 = AnimElemTime(6)>20 ;-->Apply friction when moving for more than 20 ticks.
    x = -0.6 ;--> Change to whatever (negative value)
    
    [State 1900, VelSet] ;--> Stops character from moving backwards due to VelAdd (above).  
    type = VelSet
    trigger1 = vel x<0
    x = 0
    
    [State 1900, AfterImage] ;-->Change values to whatever you want. Note: Helpers/Explods would be better for afterimages though this is fine for now.
    type = AfterImage
    trigger1 = !time
    time = 45
    length = 6
    palcolor = 256
    palinvertall = 0
    palbright = 50,50,50
    palcontrast = 110,110,110
    palpostbright =0,0,0
    paladd = 8,8,8
    palmul = 1,1,1
    timegap = 2
    framegap = 2
    trans =  Add1
    
    [State 1900, ChangeState] ;--> Move over
    type = ChangeState
    trigger1 = AnimTime=0
    value = 0
    ctrl = 1
    Play with the numbers in the state controls and test it until you're familiar with it. When you think you got it, make a proper one with the actual animation that you want.

    If you want to make backwards movement and/or various speeds like Akuma has, then you have to create a different state for each movement.

    Note that for a move like this it is easier to have different fwd/back movements and varying speeds (depending on the input motion) all in one state but that is a little more advanced.

    Again, once you're more familiar, go look into how others code the actual move as I'm sure it's much better than something I put together in 5 min.

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    Default Re: How to make teleportation (like akuma his Ashura Senkuu) PLEASE HELP!

    Thank you! so much guys you really helped. For your reward you will be able to see my sneak peak of my mugen char Super Ryu CVS

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