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Introduction In this part, we will talk about how to define collision boxes for the animations in your character's.air file. The documentation for.air files is in. It's a good idea to read it before proceeding with this tutorial. About Collision Boxes Once you have put together an animation for the character, you can use AirEditor to define collision boxes. There are two kinds of collision boxes:.
Clsn1 - Attack box (red in color). Clsn2 - Hit box (blue in color) Simply put, if one of Player 1's attack boxes overlaps any one of Player 2's hit boxes, then it means Player 1 has hit Player 2. Using AirEditor AirEditor is a developer tool, and can be found in the oldtools/ directory of your M.U.G.E.N installation. The instructions for using AirEditor are in airedit.txt. When you are ready, run the airedit executable.
Go to File - Open and choose the sff file you want to load, followed by the accompanying air file. You will now see your character on the screen. Let's explain what you see on the screen. The big window that you see your character displayed in is called the Display window.
The title area shows the current animation action you are looking at, as well as the sprite number of the sprite shown. The Info window at the upper-left shows:. X,Y coordinates of the cursor, which is displayed as a crosshair in the display window. X,Y position of the axis of the sprite, relative to the upper-left corner of the sprite. This is the number you entered in the player-sff.def file used to generate the SFF. Coordinates of the two opposing corners of the box you create when you drag the cursor on the display window. The Navigation window:.
Current action being displayed. You can scroll through the animation actions in your.air file by pressing the arrow buttons on either side, or you can enter it manually by clicking on the middle button. Current element of the action that is being shown.
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Introduction In this part, we will talk about how to define collision boxes for the animations in your character's.air file. The documentation for.air files is in. It's a good idea to read it before proceeding with this tutorial. About Collision Boxes Once you have put together an animation for the character, you can use AirEditor to define collision boxes.
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There are two kinds of collision boxes:. Clsn1 - Attack box (red in color). Clsn2 - Hit box (blue in color) Simply put, if one of Player 1's attack boxes overlaps any one of Player 2's hit boxes, then it means Player 1 has hit Player 2. Using AirEditor AirEditor is a developer tool, and can be found in the oldtools/ directory of your M.U.G.E.N installation.
The instructions for using AirEditor are in airedit.txt. When you are ready, run the airedit executable. Go to File - Open and choose the sff file you want to load, followed by the accompanying air file. You will now see your character on the screen. Let's explain what you see on the screen. The big window that you see your character displayed in is called the Display window.
The title area shows the current animation action you are looking at, as well as the sprite number of the sprite shown. The Info window at the upper-left shows:. X,Y coordinates of the cursor, which is displayed as a crosshair in the display window. X,Y position of the axis of the sprite, relative to the upper-left corner of the sprite.
This is the number you entered in the player-sff.def file used to generate the SFF. Coordinates of the two opposing corners of the box you create when you drag the cursor on the display window. The Navigation window:. Current action being displayed. You can scroll through the animation actions in your.air file by pressing the arrow buttons on either side, or you can enter it manually by clicking on the middle button.
Current element of the action that is being shown.
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