XML talk:StNA: Difference between revisions

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==Unused types==
If unused types are still recognized by engine we could try to apply new animations to them. For example additional throws with Thrown9, Thrown14, and Thrown17.
==Console_Punch==
* KONOKOconsole_punch (35 frames) is a stretched KONCOMcomb_p clone (16 frames)
* the game doesn't use this file so the type could be also considered as "unused"
* the question remains what this animation was used for; Loser suggests that it was "probably meant to be used for [[XML:BINA/OBJC/CONS#tags|''pushbutton'' type of consoles]]"
==Anim types bound to user input==
==Anim types bound to user input==
Stages of type assinment:
Stages of type assignment:


'''User input detection'''
'''User input detection'''
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|Kick3
|Kick3
|-
|-
|fw (accumulated: k, k, k + fw)
|k + fw (accumulated: k, k, k + fw)
|previous type within timeframe: Kick2
|previous type within timeframe: Kick2
|Kick3Fw
|Kick3Fw
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[...]


An further objective could be to finish this table for creating graphics with combo and state cycles, like running and walking cycles.
Besides finishing this table, a further objective could be to create graphics with combo and state cycles, like running and walking cycles.


In theory visual representation of states cycles allows a modder to diggest the crucial information when he wants to create new animations and/or cycles.
In theory visual representation of states cycles allows a modder to quickly digest most crucial information when he wants to create new animations and/or cycles.