Upload
manuel-rocher
View
221
Download
0
Embed Size (px)
DESCRIPTION
streets of majetes
Citation preview
ANDAR
1
anim walk
loop 1
delay 20
offset 20 110
bbox 2 2 38 124
frame data/chars/puton/anda1.gif
offset 31 109
frame data/chars/puton/anda2.gif
offset 20 110
frame data/chars/puton/anda3.gif
frame data/chars/puton/anda4.gif
frame data/chars/puton/anda6.gif
frame data/chars/puton/anda5.gif
frame data/chars/puton/anda7.gif
2
3 4 5 6 7
NOTAS: Salvo el frame1 todas tiene el mismo offset
ATAQUE1
1
anim attack1
range 10 70
loop 0
delay 20
offset 17 109
bbox 2 2 38 124
attack 29 26 44 49 4
frame data/chars/puton/ataque1.gif
offset 21 113
attack 31 25 59 43 4
frame data/chars/puton/ataque2.gif
attack 32 23 62 38 4
frame data/chars/puton/ataque3.gif
attack 31 25 59 43 4
frame data/chars/puton/ataque4.gif
attack 32 23 62 38 4
delay 30
frame data/chars/puton/ataque5.gif
2
3
5
4
NOTAS:
CAER
1
anim fall
loop 0
delay 40
offset 40 112
bbox 2 2 38 124
frame data/chars/puton/hurt3.gif
attack 5 4 100 21 5 1
offset 96 80
frame data/chars/puton/fall2.gif
offset 92 83
frame data/chars/puton/fall3.gif
2
NOTAS:
- Utiliza como primer frame el tercer frame de hurt
HURT
1 2
anim pain
loop 1
bbox 5 5 32 117
offset 20 90
delay 20
frame data/chars/puton/hurt1.gif
frame data/chars/puton/hurt2.gif
frame data/chars/puton/hurt3.gif
3
NOTAS:
PATADON
1
anim attack2
range 10 70
loop 0
delay 20
offset 17 109
bbox 2 2 38 124
attack 29 26 44 49 4
frame data/chars/puton/patadon1.gif
offset 21 113
attack 31 25 59 43 4
frame data/chars/puton/patadon2.gif
attack 32 23 62 38 4
frame data/chars/puton/patadon3.gif
attack 31 25 59 43 4
frame data/chars/puton/patadon4.gif
attack 32 23 62 38 4
delay 30
frame data/chars/puton/patadon5.gif
frame data/chars/puton/rise1.gif
frame data/chars/puton/rise2.gif
2
3
4
5
NOTAS:
-Usa rise1 y rise2 aunque yo lo eliminaria
IDLE
1 2
anim idle
loop 1
offset 20 110
bbox 2 2 38 110
frame data/chars/puton/stand1.gif
frame data/chars/puton/stand2.gif
frame data/chars/puton/stand3.gif
frame data/chars/puton/stand4.gif
3 4
NOTAS:
RISE
1
anim rise
loop 0
bbox 5 5 32 117
delay 12
offset 46 68
frame
data/chars/puton/rise1.gif
delay 50
offset 40 112
frame
data/chars/puton/rise2.gif
delay 12
offset 20 110
frame
data/chars/puton/anda1.gif
2
NOTAS: - Usa anda1 como final de animación
ICONOS y MAPAS:
OTROS:
Caracteristicas personaje:
name puton
health 100
speed 6
type enemy
gfxshadow 1
#shadow 3
icon data/chars/puton/icon.gif
diesound data/sounds/die2.wav
anim burn
loop 0
offset 82 177
delay 4
sound data/sounds/pain2.wav
frame data/chars/misc/fire01.gif
frame data/chars/misc/fire02.gif
frame data/chars/misc/fire03.gif
frame data/chars/misc/fire02.gif
frame data/chars/misc/fire01.gif
frame data/chars/misc/fire02.gif
frame data/chars/misc/fire03.gif
frame data/chars/misc/fire02.gif
frame data/chars/misc/fire01.gif
frame data/chars/misc/fire02.gif
frame data/chars/misc/fire03.gif
frame data/chars/misc/fire02.gif
frame data/chars/misc/fire01.gif
frame data/chars/misc/fire02.gif
frame data/chars/misc/fire03.gif
delay 20
offset 75 177
frame data/chars/puton/hurt1.gif
ANDAR
1
anim walk
loop 1
delay 20
offset 21 131
bbox 2 2 38 124
frame data/chars/progre/anda1.gif
offset 26 131
frame data/chars/progre/anda2.gif
offset 17 128
frame data/chars/progre/anda3.gif
offset 15 128
frame data/chars/progre/anda4.gif
offset 22 123
frame data/chars/progre/anda5.gif
frame data/chars/progre/anda6.gif
2
3 4 5 6
NOTAS: Salvo el frame1 todas tiene el mismo offset
ATAQUE1
1
anim attack1
range 10 70
loop 0
delay 20
offset 29 140
bbox 2 2 38 124
attack 29 26 44 49 4
frame data/chars/progre/ataque1.gif
offset 33 140
attack 31 25 59 43 4
frame data/chars/progre/ataque2.gif
attack 31 25 59 43 4
offset 29 130
frame data/chars/progre/ataque3.gif
attack 32 23 62 38 4
delay 30
offset 8 136
frame data/chars/progre/ataque4.gif
2
3
5
4 Notas:
CAER
1
anim fall
loop 0
delay 40
offset 50 120
bbox 2 2 38 124
frame
data/chars/progre/fall1.gif
attack 5 4 100 21 5 1
offset 42 106
frame
data/chars/progre/fall2.gif
offset 76 44
frame
data/chars/progre/fall3.gif
2
3
NOTAS:
HURT
1
anim pain
loop 0
bbox 5 5 32 117
offset 26 126
delay 20
frame data/chars/progre/hurt.gif
NOTAS:
IDLE
1 2
anim idle
loop 1
offset 23 127
bbox 2 2 38 124
frame data/chars/progre/stand_1.gif
frame data/chars/progre/stand_2.gif
frame data/chars/progre/stand_3.gif
frame data/chars/progre/stand_4.gif
3 4
NOTAS:
RISE
1
anim rise
loop 0
bbox 5 5 32 117
delay 12
offset 45 71
frame
data/chars/progre/rise1.gif
delay 50
NOTAS: - Usa anda1 como final de animación
ICONOS y MAPAS:
OTROS:
Caracteristicas personaje:
name progre
health 100
speed 6
type enemy
gfxshadow 1
icon data/chars/progre/icon.gif
diesound data/sounds/die2.wav
ANDAR
1 2 3 4 5
6 7
anim walk
loop 1
delay 7
offset 22 131
bbox 11 7 33 81
frame data/chars/foometa/anda1.gif
frame data/chars/foometa/anda2.gif
frame data/chars/foometa/anda3.gif
frame data/chars/foometa/anda4.gif
frame data/chars/foometa/anda5.gif
frame data/chars/foometa/anda6.gif
frame data/chars/foometa/anda7.gif
NOTAS:
ATAQUE1
1 2
anim attack1
loop 0
delay 10
bbox 11 7 33 81
offset 22 131
frame data/chars/foometa/ata1-1.gif
frame data/chars/foometa/ata1-2.gif
attack 47 1 48 99 15
frame data/chars/foometa/ata1-3.gif
attack 32 0 21 15 15
frame data/chars/foometa/ata1-2.gif
attack 47 1 48 99 15
frame data/chars/foometa/ata1-3.gif
attack 32 0 21 15 15
frame data/chars/foometa/ata1-4.gif
3 4
NOTAS:
ATAQUE2
1 2
anim attack2
loop 0
delay 4
bbox 11 7 33 81
offset 22 131
frame data/chars/foometa/ata2-1.gif
frame data/chars/foometa/ata2-2.gif
attack 34 58 56 41 10
delay 20
frame data/chars/foometa/ata2-3.gif
attack 33 17 44 79 15
frame data/chars/foometa/ata2-2.gif
attack 34 58 56 41 10
delay 20
frame data/chars/foometa/ata2-3.gif
attack 33 17 44 79 15
frame data/chars/foometa/ata2-2.gif
frame data/chars/foometa/ata2-1.gif
3
NOTAS:
ATAQUE3
1 2
anim attack3
loop 0
delay 6
bbox 11 7 33 81
offset 22 131
frame data/chars/foometa/ata3-1.gif
move 10
frame data/chars/foometa/ata3-2.gif
move 10
frame data/chars/foometa/ata3-3.gif
move 0
attack 47 1 48 99 15 1
frame data/chars/foometa/ata3-4.gif
attack 32 0 21 15 15 1
frame data/chars/foometa/ata3-5.gif
attack 0 0 0 0 0
frame data/chars/foometa/ata3-6.gif
frame data/chars/foometa/ata3-3.gif
NOTAS:
3 4
5 6
FREESPECIAL
1 2
3 4
5 6
7 8
9 10
anim freespecial
loop 0
bbox 11 7 33 81
offset 24 147
delay 10
sound data/sounds/kulablow.wav
frame data/chars/foometa/ata4-1.gif
frame data/chars/foometa/ata4-1b.gif
frame data/chars/foometa/ata4-2.gif
frame data/chars/foometa/ata4-3.gif
burn 35 28 40 23 20 1
frame data/chars/foometa/ata4-4.gif
burn 40 20 78 25 20 1
frame data/chars/foometa/ata4-5.gif
burn 38 4 110 85 20 1
frame data/chars/foometa/ata4-6.gif
burn 38 0 144 113 20 1
frame data/chars/foometa/ata4-7.gif
burn 38 0 144 113 20 1
frame data/chars/foometa/ata4-8.gif
burn 86 0 93 134 20 1
frame data/chars/foometa/ata4-9.gif
burn 118 13 60 90 20 1
NOTAS:
SPECIAL
1 2
3 4
5 6 7
8 9
10 11
12
anim special
loop 0
delay 9
offset 76 133
frame data/chars/foometa/bisbal1.gif
frame data/chars/foometa/bisbal2.gif
frame data/chars/foometa/bisbal3.gif
frame data/chars/foometa/bisbal4.gif
frame data/chars/foometa/bisbal5.gif
blast 5 50 64 85 20 1
frame data/chars/foometa/bisbal6.gif
blast 5 50 64 137 20 1
frame data/chars/foometa/bisbal7.gif
blast 69 50 64 72 20 1
frame data/chars/foometa/bisbal7b.gif
blast 0 0 0 0 0
# second spin
frame data/chars/foometa/bisbal8.gif
blast 0 67 116 68 20 1
frame data/chars/foometa/bisbal9.gif
blast 3 57 72 76 20 1
frame data/chars/foometa/bisbal10.gif
blast 66 52 52 83 20 1
frame data/chars/foometa/bisbal11.gif
blast 0 0 0 0 0
frame data/chars/foometa/bisbal12.gif
frame data/chars/foometa/bisbal13.gif
frame data/chars/foometa/bisbal14.gif
13 14
15
NOTAS:
FALL PAIN GRAB RISE
Fall 1
Fall 2
Pain 1 2
grab
Rise 1
Rise 2 anim fall
loop 0
offset 51 95
delay 8
frame data/chars/foometa/fall1.gif
frame data/chars/foometa/fall2.gif
anim pain
loop 0
offset 22 131
bbox 12 0 36 90
delay 8
frame data/chars/foometa/pain1.gif
delay 50
frame data/chars/foometa/pain2.gif
anim grab
loop 0
offset 28 130
bbox 27 5 15 73
delay 1000
frame data/chars/foometa/grab.gif
anim rise
loop 0
offset 74 103
delay 10
frame data/chars/foometa/rise1.gif
frame data/chars/foometa/rise2.gif
NOTAS:
GRABATACK y 2
Grabattack 1
1 2
anim grabattack
loop 0
offset 64 145
bbox 34 9 19 93
delay 4
frame data/chars/foometa/gat1-1.gif
frame data/chars/foometa/gat1-2.gif
#frame data/chars/foometa/bisbal1.gif
#frame data/chars/foometa/bisbal2.gif
delay 20
attack 73 41 45 50 8
#frame data/chars/foometa/bisbal3.gif
#attack 0
delay 4
frame data/chars/foometa/gat1-1.gif
frame data/chars/foometa/gat1-2.gif
#frame data/chars/foometa/bisbal2.gif
#frame data/chars/foometa/bisbal1.gif
anim grabattack2
loop 0
offset 40 121
bbox 34 25 25 100
delay 5
frame data/chars/foometa/gat2-1.gif
attack 51 4 27 51 8
frame data/chars/foometa/gat2-2.gif
bbox 37 25 25 100
frame data/chars/foometa/gat2-3.gif
attack 0
frame data/chars/foometa/gat2-4.gif
bbox 40 25 25 100
frame data/chars/foometa/gat2-5.gif
bbox 41 31 26 93
attack 57 37 27 35 10 1
frame data/chars/foometa/gat2-5.gif
frame data/chars/foometa/gat2-4.gif
attack 0
frame data/chars/foometa/gat2-3.gif
frame data/chars/foometa/gat2-2.gif
bbox 26 22 24 102
frame data/chars/foometa/gat2-1.gif
5
Grabattack 2
1 2
3 4
NOTAS:
SALTO
1 2
4 5
3
6
7 NOTAS: anim jump
loop 0
offset 30 146
delay 7
bbox 40 42 17 73
frame data/chars/foometa/salto1.gif
bbox 44 27 14 93
frame data/chars/foometa/salto2.gif
bbox 38 29 11 62
frame data/chars/foometa/salto3.gif
bbox 36 27 28 45
frame data/chars/foometa/salto4.gif
bbox 41 30 18 52
frame data/chars/foometa/salto5.gif
delay 1000
bbox 41 26 21 54
frame data/chars/foometa/salto6.gif
frame data/chars/foometa/salto7.gif
STAND Y THROW
anim idle
loop 1
delay 10
offset 22 131
bbox 11 7 33 81
frame data/chars/foometa/stand1.gif
frame data/chars/foometa/stand2.gif
frame data/chars/foometa/stand3.gif
frame data/chars/foometa/stand4.gif
frame data/chars/foometa/stand5.gif
frame data/chars/foometa/stand6.gif
frame data/chars/foometa/stand7.gif
frame data/chars/foometa/stand8.gif
frame data/chars/foometa/stand9.gif
frame data/chars/foometa/stand10.gif
frame data/chars/foometa/stand11.gif
frame data/chars/foometa/stand12.gif
frame data/chars/foometa/stand13.gif
frame data/chars/foometa/stand14.gif
anim throw
loop 0
offset 65 146
delay 10
sound data/sounds/kulahey.wav
frame data/chars/foometa/throw1.gif
delay 30
frame data/chars/foometa/throw2.gif
delay 10
frame data/chars/foometa/throw3.gif
NOTAS:
ICONOS y MAPAS: Pendiente de crear
OTROS:
Caracteristicas personaje:
name foometa
health 100
speed 9
type player
gfxshadow 1
diesound data/sounds/eek.wav
noquake 1
makeinv 5
atchain 1 2 1 2 3 0
Otras animaciones
anim get
loop 0
delay 9
offset 73 142
frame data/chars/foometa/bisbal14.gif
frame data/chars/foometa/bisbal14.gif
offset 73 102
frame data/chars/foometa/rise2.gif
frame data/chars/foometa/rise2.gif
anim jumpattack
loop 0
offset 70 149
delay 7
bbox 23 0 18 65
frame data/chars/foometa/bisbal4.gif
delay 1000
attack 68 51 32 27 6 1
frame data/chars/foometa/bisbal5.gif
anim land
loop 0
offset 34 146
delay 25
bbox 40 42 17 73
frame data/chars/foometa/salto2.gif