Author Topic: Backflip ?  (Read 2413 times)

War

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Backflip ?
« on: July 29, 2019, 05:40:29 PM »
Anyway to make backflip ? Thanks for answers
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Gizgord

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Re: Backflip ?
« Reply #1 on: July 29, 2019, 05:43:07 PM »
CGM can help you with that. he's done some flips before

CGM

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Re: Backflip ?
« Reply #2 on: July 29, 2019, 06:04:18 PM »
The backflip is "possible." But wouldn't give you the results you want. If you wanted to try to make a backflip, you can sprite design the animation. After that, you can go to character commands, and then in the key you want to use to activate the backflip, you can create a few conditionals to see if the character is skidding, or something. If they equal to being true, then it'll run the backflip animation, and the backflip. But for the backflip itself, that's where it gets tricky. What you want to do, is change the character design to the flip animation, and then (this is where it's a "backflip") and then run x and y positioning commands in a looping timeline that change the characters position. This is also where a suggestion needs to be taken for a conditional to check and see if the character is facing a certain direction. The x and y positioning commands would depend on the characters direction. But this is where the entire backflip thing falls apart. Without that conditional, you're a sitting duck. But lets just pretend it did exist. If it did exist, then if the character is facing to the right, then the x and y positioning would be written like this inside of a looping timeline:

player 1 x-1
player 1 y -1
This would sent the player flying and going in a diagonal direction heading left. Now if the player was facing the other direction, you'd just change the x position to +1 instead of minus. That makes all the difference. But, if you let the timeline just loop over and over again, the player would just do it forever and die if it got out of the view. So, you'd need to create a variable that is checked in the timeline. If it equals to say...10. Then it'd stop the timeline if it equaled to 10. You'd have to add 1 each time the timeline is run to the variable. Once it reaches 10, (it can be any number really. The higher the number, the higher the player will fly.) you can allow the player to act normal. And in the land command prompt box, you can change the design back to the normal animations. 1 fallback is that if a ceiling is nearby, the character will end up right inside of the ceiling. This is just 1 method. You can try all kinds of things. Though this is kind of a sloppy tutorial, I hope it helps!

War

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Re: Backflip ?
« Reply #3 on: July 30, 2019, 09:39:28 AM »
The backflip is "possible." But wouldn't give you the results you want. If you wanted to try to make a backflip, you can sprite design the animation. After that, you can go to character commands, and then in the key you want to use to activate the backflip, you can create a few conditionals to see if the character is skidding, or something. If they equal to being true, then it'll run the backflip animation, and the backflip. But for the backflip itself, that's where it gets tricky. What you want to do, is change the character design to the flip animation, and then (this is where it's a "backflip") and then run x and y positioning commands in a looping timeline that change the characters position. This is also where a suggestion needs to be taken for a conditional to check and see if the character is facing a certain direction. The x and y positioning commands would depend on the characters direction. But this is where the entire backflip thing falls apart. Without that conditional, you're a sitting duck. But lets just pretend it did exist. If it did exist, then if the character is facing to the right, then the x and y positioning would be written like this inside of a looping timeline:

player 1 x-1
player 1 y -1
This would sent the player flying and going in a diagonal direction heading left. Now if the player was facing the other direction, you'd just change the x position to +1 instead of minus. That makes all the difference. But, if you let the timeline just loop over and over again, the player would just do it forever and die if it got out of the view. So, you'd need to create a variable that is checked in the timeline. If it equals to say...10. Then it'd stop the timeline if it equaled to 10. You'd have to add 1 each time the timeline is run to the variable. Once it reaches 10, (it can be any number really. The higher the number, the higher the player will fly.) you can allow the player to act normal. And in the land command prompt box, you can change the design back to the normal animations. 1 fallback is that if a ceiling is nearby, the character will end up right inside of the ceiling. This is just 1 method. You can try all kinds of things. Though this is kind of a sloppy tutorial, I hope it helps!
This is why I suggested to add the backflip ability
Hey, wassup wassup? My name is Warrior555MainsGanon (but just call me War) and I'm the main guy behind Megaman Zero Online and the upcoming Matt's Adventure! I don't speak often here but I'm a very friendly lad so if you wanna talk, don't hesitate!

CGM

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Re: Backflip ?
« Reply #4 on: July 30, 2019, 04:32:31 PM »
Warrior555, I've learned that it's best to suggest commands that are needed to create a new ability. If you can think of commands that would be needed for this this to be possible. TingThing won't take the suggestion unless he had a team of spriters to create the sprite layers nessicary. That'd take hours, and a big team. So, you're better off suggesting commands. Whenever I suggest commands, I actually do it because I need an ability or mechanic to work. And I need the command to do it.

War

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Re: Backflip ?
« Reply #5 on: July 30, 2019, 04:48:17 PM »
Warrior555, I've learned that it's best to suggest commands that are needed to create a new ability. If you can think of commands that would be needed for this this to be possible. TingThing won't take the suggestion unless he had a team of spriters to create the sprite layers nessicary. That'd take hours, and a big team. So, you're better off suggesting commands. Whenever I suggest commands, I actually do it because I need an ability or mechanic to work. And I need the command to do it.
If he gives me the layers, I could make new sprites for him
Hey, wassup wassup? My name is Warrior555MainsGanon (but just call me War) and I'm the main guy behind Megaman Zero Online and the upcoming Matt's Adventure! I don't speak often here but I'm a very friendly lad so if you wanna talk, don't hesitate!

CGM

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Re: Backflip ?
« Reply #6 on: July 30, 2019, 04:56:03 PM »
Uh...You're asking for a lot of work warrior. I mean, hours, and hours of work. 30 somehthing layers for different things. IDK if you could handle it.

War

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Re: Backflip ?
« Reply #7 on: July 30, 2019, 04:57:16 PM »
I can always try
Hey, wassup wassup? My name is Warrior555MainsGanon (but just call me War) and I'm the main guy behind Megaman Zero Online and the upcoming Matt's Adventure! I don't speak often here but I'm a very friendly lad so if you wanna talk, don't hesitate!

CGM

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Re: Backflip ?
« Reply #8 on: July 30, 2019, 04:58:47 PM »
Then ask TingThing via e-mail, PM, Steam, etc. I'd help too.