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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 | 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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[...] | [...] | ||
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 | 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. | ||