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Does anyone know where the characters moveset folder would be located?
thx
nvm
I found it in imput.def now all I need to find is the spindash command, and I have no idea how I am going to do that, could you help?
thx
Last edited by Loilkas (2014-02-22 14:17:48)
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I think the spindash is actually a sequence of three commands
(usually down, fire 1, up), and the input.def just says which key
or joystick button maps to those commands.
What exactly are you trying to do?
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Just make another spindash but instead you have to press up instead of down...
Kinda like the super peel out
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speaking about move sets can u make a command for a gun (e.g. the megabuster from megaman)?
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I think you need object scripting for that.
-- svgmovement
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studying the Object API in the wiki and reading a few object scripts would be a start. there are no commands to give guns, and input.def only says which keys the game uses. the actual spindash is an object that reads input ofr "down" and "fire1" and then does something to the player. But like i said, you'll only understand if you look at the documentation and see how objects are made.
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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The actual code for the spindash is located in a character's companion file as shown below
object ".surge_spindash_controller"
{
requires 0.2.0
always_active
state "main"
{
hide
observe_player "Surge"
change_state "stand by"
}
state "stand by"
{
on_player_duck "duck"
}
state "duck"
{
let "$p = 0"
on_button_pressed "fire1" "charge"
on_player_duck "duck"
change_state "stand by"
}
state "charge"
{
set_player_animation "SD_SURGE" "6"
strong_player
springfy_player // so that the camera won't go down, since the player is ducking
disable_player_movement
play_sample "charge"
let "$p = min($p+2, 8)"
change_state "hold"
}
state "hold"
{
//textout menu.small 0 0 $p
set_player_animation "SD_SURGE" "6"
let "$p -= 0.234 * floor(8*$p) * dt()"
// check if there's a platform underneath the player
attach_to_player 0 20
unless "obstacle_exists(0,0)" "cancel"
// create cool particles
let "$_pixelparticle_anim = 1 + random(3)"
let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))"
let "$_pixelparticle_yvel = -60 - random(120)"
create_child .pixelparticle -player_direction()*7 -2
let "$_pixelparticle_anim = 1 + random(3)"
let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))"
let "$_pixelparticle_yvel = -60 - random(120)"
create_child .pixelparticle -player_direction()*7 -2
let "$_pixelparticle_anim = 1 + random(3)"
let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))"
let "$_pixelparticle_yvel = -60 - random(120)"
create_child .pixelparticle -player_direction()*7 -2
// check if the user wants to charge more, or if we can release the player
on_button_pressed "fire1" "charge"
on_button_down "down" "hold"
change_state "release"
}
state "cancel"
{
enable_player_movement
weak_player
change_state "stand by"
}
state "release"
{
play_sample "release"
enable_player_movement
weak_player
set_player_xspeed "(480 + 30 * floor($p)) * player_direction()"
roll_player
change_state "stand by"
}
}
Each player has a certain companion file with this code in it (with variations depending to the player's graphics of course). They used to be in .inc format, but have seemed to changed to .obj format since whenever
I had a lot of fun messing with this file about a little over a year ago when I was in England for a few weeks.
Just make another spindash but instead you have to press up instead of down...
Kinda like the super peel out
Ah, see while I was messing around with the file (about a little over a year ago when I was in England for a few weeks), I also attempted to reverse-engineer the code/script so I could do what you're trying to do now; create a super peel-out, however the way the actual procedure of the code/script works makes it impossible to create this effect in method of just reversing the control scheme due to the Engine's game physics.
Eventually it led me to making a half-assed "psuedo" peel-out where I just changed the somersault animation to a running animation.
I'm sure there's another way to achieve a super peel-out-esque move, just not this way.
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Just make another spindash but instead you have to press up instead of down...
Kinda like the super peel out
I've already done that if your asking.
Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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Loilkas wrote:Just make another spindash but instead you have to press up instead of down...
Kinda like the super peel outI've already done that if your asking.
When? And do you have a download?
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no but i have the code.
object ".sonic_complicated_controller"
{
requires 0.2.0
always_active
state "main"
{
hide
observe_player "Sonic"
change_state "stand by"
}
state "stand by"
{
on_player_lookup "ready"
}
state "ready"
{
let "$p = 0"
on_button_pressed "fire1" "charge"
on_player_lookup "ready"
change_state "stand by"
}
state "charge"
{
set_player_animation "SD_SONIC" "2"
strong_player
springfy_player // so that the camera won't go down, since the player is ducking
disable_player_movement
play_sample "charge"
let "$p = min($p+2, 8)"
change_state "hold"
}
state "hold"
{
//textout menu.small 0 0 $p
set_player_animation "SD_SONIC" "2"
let "$p -= 0.234 * floor(8*$p) * dt()"
// check if there's a platform underneath the player
attach_to_player 0 20
unless "brick_exists(0,0)" "cancel"
// create cool particles
let "$_pixelparticle_anim = 1 + random(3)"
let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))"
let "$_pixelparticle_yvel = -60 - random(120)"
create_child .pixelparticle -player_direction()*7 -2
let "$_pixelparticle_anim = 1 + random(3)"
let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))"
let "$_pixelparticle_yvel = -60 - random(120)"
create_child .pixelparticle -player_direction()*7 -2
let "$_pixelparticle_anim = 1 + random(3)"
let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))"
let "$_pixelparticle_yvel = -60 - random(120)"
create_child .pixelparticle -player_direction()*7 -2
// check if the user wants to charge more, or if we can release the player
on_button_pressed "fire1" "charge"
on_button_down "up" "hold"
change_state "release"
}
state "cancel"
{
enable_player_movement
weak_player
change_state "stand by"
}
state "release"
{
play_sample "release"
enable_player_movement
weak_player
set_player_xspeed "(700 + 30 * floor($p)) * player_direction()"
change_state "stand by"
}
}
it's basically the same as the spindash though it's pressing the up button.
Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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no but i have the code.
object ".sonic_complicated_controller" { requires 0.2.0 always_active state "main" { hide observe_player "Sonic" change_state "stand by" } state "stand by" { on_player_lookup "ready" } state "ready" { let "$p = 0" on_button_pressed "fire1" "charge" on_player_lookup "ready" change_state "stand by" } state "charge" { set_player_animation "SD_SONIC" "2" strong_player springfy_player // so that the camera won't go down, since the player is ducking disable_player_movement play_sample "charge" let "$p = min($p+2, 8)" change_state "hold" } state "hold" { //textout menu.small 0 0 $p set_player_animation "SD_SONIC" "2" let "$p -= 0.234 * floor(8*$p) * dt()" // check if there's a platform underneath the player attach_to_player 0 20 unless "brick_exists(0,0)" "cancel" // create cool particles let "$_pixelparticle_anim = 1 + random(3)" let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))" let "$_pixelparticle_yvel = -60 - random(120)" create_child .pixelparticle -player_direction()*7 -2 let "$_pixelparticle_anim = 1 + random(3)" let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))" let "$_pixelparticle_yvel = -60 - random(120)" create_child .pixelparticle -player_direction()*7 -2 let "$_pixelparticle_anim = 1 + random(3)" let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))" let "$_pixelparticle_yvel = -60 - random(120)" create_child .pixelparticle -player_direction()*7 -2 // check if the user wants to charge more, or if we can release the player on_button_pressed "fire1" "charge" on_button_down "up" "hold" change_state "release" } state "cancel" { enable_player_movement weak_player change_state "stand by" } state "release" { play_sample "release" enable_player_movement weak_player set_player_xspeed "(700 + 30 * floor($p)) * player_direction()" change_state "stand by" } }
it's basically the same as the spindash though it's pressing the up button.
Can you change it to Tux? when I tried it didn't work
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i want to make a game using open surge that has multiple platformers to play. is that possible?
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no but i have the code.
object ".sonic_complicated_controller" { requires 0.2.0 always_active state "main" { hide observe_player "Sonic" change_state "stand by" } state "stand by" { on_player_lookup "ready" } state "ready" { let "$p = 0" on_button_pressed "fire1" "charge" on_player_lookup "ready" change_state "stand by" } state "charge" { set_player_animation "SD_SONIC" "2" strong_player springfy_player // so that the camera won't go down, since the player is ducking disable_player_movement play_sample "charge" let "$p = min($p+2, 8)" change_state "hold" } state "hold" { //textout menu.small 0 0 $p set_player_animation "SD_SONIC" "2" let "$p -= 0.234 * floor(8*$p) * dt()" // check if there's a platform underneath the player attach_to_player 0 20 unless "brick_exists(0,0)" "cancel" // create cool particles let "$_pixelparticle_anim = 1 + random(3)" let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))" let "$_pixelparticle_yvel = -60 - random(120)" create_child .pixelparticle -player_direction()*7 -2 let "$_pixelparticle_anim = 1 + random(3)" let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))" let "$_pixelparticle_yvel = -60 - random(120)" create_child .pixelparticle -player_direction()*7 -2 let "$_pixelparticle_anim = 1 + random(3)" let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))" let "$_pixelparticle_yvel = -60 - random(120)" create_child .pixelparticle -player_direction()*7 -2 // check if the user wants to charge more, or if we can release the player on_button_pressed "fire1" "charge" on_button_down "up" "hold" change_state "release" } state "cancel" { enable_player_movement weak_player change_state "stand by" } state "release" { play_sample "release" enable_player_movement weak_player set_player_xspeed "(700 + 30 * floor($p)) * player_direction()" change_state "stand by" } }
it's basically the same as the spindash though it's pressing the up button.
Tested it. It works.
Oh wait....
he he he.... now I remember the problem. I you did the exact same thing I did; and that's what happens when you try to do that just by reversing the control scheme. The player looks like it's belly-flopping in sideways gravity.
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