New update for download.
http://www.sendspace.com/file/4fjkhd
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Some update notes:
Combo input was made smoother, and I added the input delay to a few more moves like the Knee, low kick... the Jabs.
Some work was done on the collisions, more like roughed out a lot of the animations with the vertical bar, instead of covering the full body with collision boxes.
Added the Push box to these too, it's a wide box below the ground, you can't see it in the game. You can check this stuff with Fighter Factory.
I started making the collision helper that changes size but it was becoming too much of a mess to deal with. You can see the example of the other method on the sweep's collision box.
The collision check state has to be enabled by taking out the comment marks from the code.
If you look in any of the basics files Search for [Statedef -2] and a little way's below that you'll see this.
Remove the semicolons from where the text is, and it will be enabled when you run the game. To use it, just do any move and press "Run"
The move will be paused, and you can use the buttons and D.pad to scroll through the animation and move the character around.
Press Ctrl+C A few times to view the collision boxes.
Press Ctrl+D to view the Debug Info
To get out of the Collision check state, press start.
I would comment this out again when playing the game normally, because it'll turn on by mistake, so just enable it if you want to mess with the collisions.
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; [State -2, Collision Check];Comment this out when not testing collisions.
; type = VarSet
; trigger1 = var (0) != 100;Collision Check is on.
; v = 0
; value = 100
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I was tweaking the speed of some animations like the uppercut. Made some changes to the blood...
I made a new hit state for the far hit slide, like from the High kick and crouching moves.
You can change to Human Smoke now, if you "hold back" during the start of the round. The change isn't saved in memory yet, so you will need to do this for every round.
I added a new variable to change the Ninja to another, so that's the first test.
On My mode I made a change to the wall slam, so it happens near the real ends of the stage, not just anywhere.