Post by Sanji on Sept 30, 2004 17:23:26 GMT -5
Okay, people, since this is such a frequent question, I am going to take the liberty of putting an abs tutorial on this site. Once this is complete, please do NOT ask abs related questions, okay? It's getting kinda annoying...-_-;;
So anyways I guess I'll start it now.
What you'll need:
Abs poses for each playable character and enemy,
Three variables for every character and enemy(for simplicity we'll just have one character and enemy in this.
A switch for the enemy called *enemy*dead, and a switch for each character called*character*chosen.
Also, here's a charset for Goku, which we will be using for this tutorial:
Okay, so here we go.
First off, go to the database(F8) and click the common events tab. Go to 1, and choose Goku ABS. We'll be using Goku for this ABS demo. Now, at the top of the common event, by the name, Set the event to parallel process, and the condition Goku Chosen on. Now then, double click in the white area to bring up the event commands, and go to the third page. Select Enter Password/Key input processing, and when it opens, click the three Black little dots. This will open yet another menu, titled variable. Go to variable 0001, and name it Goku Melee. Then, press ok. Now, see all those boxes with checks in them? Uncheck 1 2 3 and 4(down, left, up, and right) by clicking on them, leaving only 5 (decision key) checked.
Then, open up the event commands again(double click) and go to the third page. You should see something called conditional branch/fork options. Click it, and it will bring up some choices. Check the box, variable, and click the three black dots. A variable menu similar to the last one you saw will come up. Now, select variable 0001, goku melee, and then click ok. Then, just below that, type in 5, and in the drag down menu, choose equal to. Uncheck the box at the bottom, as you won't need it, and press ok.
Now, make sure you do this part, as it is very, VERY important. Double click to bring up event commands, and on the first page, choose change switch/switch operations. When the menu comes up, click the black dots, and choose variable 0002. Change it's name to Hero Melee, and at the bottom, Check the box turn on. Click ok.
Now you go to the third page, play sound effect, whichever sound you want to play.
This step is optional. If you have an eight way run system coded in, which I will probably post later, Turn off the switch 8 way run, or whatever you called it, using switch operations, and that's that for this step.
Now, go to the second page, and you SHOULD see a command called Move event. Choose it, and a huge amount of choices should come up. In the middle column, near the bottom, a choice called wait. Choose it ONCE, and then in the top left, in the drag down menu, choose hero. Now press OK.
Now for the fun part, the actual animation of the character itself. Open up the event commands in your common event, and on the first page, on the right column, choose change hero walk graphics/ change hero sprite association. When the options come up, go to the drag down menu and click Goku, then click change sprite in the bottom right. Find the charset of Goku you are using for the abs, such as the one at the top of this post, and then choose the first sprite in the top left of the box with the characters. It should look like your character is in a position to throw a punch. Once you do this, click ok.
The next step is EASY, just open up the commands, go to the second page, and choose wait. Set the wait for 1 tenth of a second, and click OK.
This step is like the one before the wait command we just did, choose the next pose of your character punching.
Repeat the last to steps until you've gone through all of the punch animations.
Once you are done with that, just bring change hero walk graphics/change hero sprite association, and change your hero's sprite(goku) back to the regular walking pose.
If you have an 8-way run system, then turn the switch you turned off earlier back on.
Turn the Hero Melee switch off.
And finally, set your variable you used earlier in the key input processing/ enter password to 0.
Hopefully, this will help you people. I will post up the enemy next. ;D ;D
So anyways I guess I'll start it now.
What you'll need:
Abs poses for each playable character and enemy,
Three variables for every character and enemy(for simplicity we'll just have one character and enemy in this.
A switch for the enemy called *enemy*dead, and a switch for each character called*character*chosen.
Also, here's a charset for Goku, which we will be using for this tutorial:
Okay, so here we go.
First off, go to the database(F8) and click the common events tab. Go to 1, and choose Goku ABS. We'll be using Goku for this ABS demo. Now, at the top of the common event, by the name, Set the event to parallel process, and the condition Goku Chosen on. Now then, double click in the white area to bring up the event commands, and go to the third page. Select Enter Password/Key input processing, and when it opens, click the three Black little dots. This will open yet another menu, titled variable. Go to variable 0001, and name it Goku Melee. Then, press ok. Now, see all those boxes with checks in them? Uncheck 1 2 3 and 4(down, left, up, and right) by clicking on them, leaving only 5 (decision key) checked.
Then, open up the event commands again(double click) and go to the third page. You should see something called conditional branch/fork options. Click it, and it will bring up some choices. Check the box, variable, and click the three black dots. A variable menu similar to the last one you saw will come up. Now, select variable 0001, goku melee, and then click ok. Then, just below that, type in 5, and in the drag down menu, choose equal to. Uncheck the box at the bottom, as you won't need it, and press ok.
Now, make sure you do this part, as it is very, VERY important. Double click to bring up event commands, and on the first page, choose change switch/switch operations. When the menu comes up, click the black dots, and choose variable 0002. Change it's name to Hero Melee, and at the bottom, Check the box turn on. Click ok.
Now you go to the third page, play sound effect, whichever sound you want to play.
This step is optional. If you have an eight way run system coded in, which I will probably post later, Turn off the switch 8 way run, or whatever you called it, using switch operations, and that's that for this step.
Now, go to the second page, and you SHOULD see a command called Move event. Choose it, and a huge amount of choices should come up. In the middle column, near the bottom, a choice called wait. Choose it ONCE, and then in the top left, in the drag down menu, choose hero. Now press OK.
Now for the fun part, the actual animation of the character itself. Open up the event commands in your common event, and on the first page, on the right column, choose change hero walk graphics/ change hero sprite association. When the options come up, go to the drag down menu and click Goku, then click change sprite in the bottom right. Find the charset of Goku you are using for the abs, such as the one at the top of this post, and then choose the first sprite in the top left of the box with the characters. It should look like your character is in a position to throw a punch. Once you do this, click ok.
The next step is EASY, just open up the commands, go to the second page, and choose wait. Set the wait for 1 tenth of a second, and click OK.
This step is like the one before the wait command we just did, choose the next pose of your character punching.
Repeat the last to steps until you've gone through all of the punch animations.
Once you are done with that, just bring change hero walk graphics/change hero sprite association, and change your hero's sprite(goku) back to the regular walking pose.
If you have an 8-way run system, then turn the switch you turned off earlier back on.
Turn the Hero Melee switch off.
And finally, set your variable you used earlier in the key input processing/ enter password to 0.
Hopefully, this will help you people. I will post up the enemy next. ;D ;D