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| Random "sprite selection" | |
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Tradt-Production
Posts : 243 Join date : 2014-11-15 Age : 33 Location : France
| Subject: Random "sprite selection" February 9th 2019, 12:56 pm | |
| Ok, I will try to explain my question there.
(No it is not about the "random" in character select screen)
What I want to know is :
Imagine a menu screen what contain a sprite of a character, is there a code for each time the menu get visited/game restard, the character sprite change randomly to an other one, between some specifics sprites in the system.sff
Sorry I hardly find words to explain my question, I hope it can be understood by you people (Also, my native language is not english.)
Last edited by Tradt-Production on February 10th 2019, 7:43 am; edited 1 time in total | |
| | | Shining
Posts : 5029 Join date : 2013-03-26 Age : 44 Location : Italy
| Subject: Re: Random "sprite selection" February 9th 2019, 1:31 pm | |
| I had in mind to ask something similar | |
| | | thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
| Subject: Re: Random "sprite selection" February 9th 2019, 2:13 pm | |
| Mugen: The Small and Large Portraits are pulled from single sprites. I do not know of a way to code more than 1 sprite there. - Code:
; Open the system.def file with notepad.
You are looking for these lines to change: [Select Info] portrait.spr = 9000,0 ; <--- This is the small portrait for all characters pulled from the character's SFF p1.face.spr = 9000,1 ; <--- This is the large portrait for P1 pulled from the character's SFF p2.face.spr = 9000,1 ; <--- This is the large portrait for P2 pulled from the character's SFF
Ikemen: The Small portrait is the same as mugen, 1 single sprite pulled from the character's SFF The large portrait is the characters animated stance. With Ikemen you could code your own animation, with multiple portraits. This would give the illusion of random portraits as they would be always changing as quick or slow as you want. | |
| | | Shining
Posts : 5029 Join date : 2013-03-26 Age : 44 Location : Italy
| Subject: Re: Random "sprite selection" February 9th 2019, 2:23 pm | |
| but i mean if is it possible to have different sprite codes in same characters for example pushing A button there is a character with sprite.sff and pushing B button in select screen there is same character but with sprite1.sff
or something similar | |
| | | Tradt-Production
Posts : 243 Join date : 2014-11-15 Age : 33 Location : France
| Subject: Re: Random "sprite selection" February 9th 2019, 2:33 pm | |
| Sorry thatguy, but I am not talking about select portraits ^^; Ok, let me explain with a picture : So, see the sprite of Ryu and Ken ? I am wondering if it is possible to made the sprite change each time you go on this menu screen. (with olther characters pictures in the system.sff) | |
| | | thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
| Subject: Re: Random "sprite selection" February 9th 2019, 5:45 pm | |
| For the title, it allows single sprite and animations. Sorry I don't know of a way to have it change randomly, but I'm not a screenpack creator. You could use an animation, but would look the same every time The code for this is in the system.def as well, and is under "Title background definition" - Code example:
;---------------------------- ;Title background definition [TitleBGdef] bgclearcolor = 0,0,0
[TitleBG 0];black border type = normal spriteno = 8, 0 start = 0, 0 mask = 1
[TitleBG 1] ;dark red portal 1 type = anim actionno = 49 start = 0, -25 mask = 1
;----------------------------------- ;Anims: [Begin Action 49] 49,0, 0,0, 2 49,1, 0,0, 2 49,2, 0,0, 2 49,3, 0,0, 2 49,4, 0,0, 2 49,5, 0,0, 2 49,6, 0,0, 2 49,7, 0,0, 2 49,8, 0,0, 2 49,9, 0,0, 2
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| | | icecream11
Posts : 76 Join date : 2012-05-29
| Subject: Re: Random "sprite selection" February 10th 2019, 12:49 am | |
| - Shining wrote:
- but i mean if is it possible to have different sprite codes in same characters
for example pushing A button there is a character with sprite.sff and pushing B button in select screen there is same character but with sprite1.sff
or something similar I know a way to use different sprites for a character depending on the stage, using one sff file. It's not perfect, but can be good at least for some limited novelty uses in games. I think it can be improved -what I did so far was only to see if the principle works. If I describe it might be difficult to visualise so I'll make a video to show how it works, in the next few days | |
| | | Shining
Posts : 5029 Join date : 2013-03-26 Age : 44 Location : Italy
| Subject: Re: Random "sprite selection" February 10th 2019, 1:20 am | |
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| | | Tradt-Production
Posts : 243 Join date : 2014-11-15 Age : 33 Location : France
| Subject: Re: Random "sprite selection" February 10th 2019, 3:15 am | |
| The came to me by adding more win poses to a character and the fact the code choose one of them randomly after winning the fight ; Win state decider ; CNS difficulty: basic [Statedef 180] type = S [State 180, 1] type = changestate trigger1 = !Time value = 183 + (random % 5) - Full version of the win poses code there:
;--------------------------------------------------------------------------- ; Win state decider ; CNS difficulty: basic [Statedef 180] type = S
[State 180, 1] type = changestate trigger1 = !Time value = 183 + (random % 5)
;--------------------------------------------------------------------------- ; Win pose 2 - weakness ; CNS difficulty: basic [Statedef 183] type = S ctrl = 0 anim = 183 velset = 0,0
[State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S183,0
[State 183, AssertSpecial] type = AssertSpecial trigger1 = time = [0, 300] flag = roundnotover ;--------------------------------------------------------------------------- ; Win pose 3 - fun ; CNS difficulty: basic [Statedef 184] type = S ctrl = 0 anim = 184 velset = 0,0
[State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S184,0
[State 184, AssertSpecial] type = AssertSpecial trigger1 = time = [0, 200] flag = roundnotover
;--------------------------------------------------------------------------- ; Win pose 4 - for eternity ; CNS difficulty: basic [Statedef 185] type = S ctrl = 0 anim = 185 velset = 0,0
[State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S185,0
[State 185, AssertSpecial] type = AssertSpecial trigger1 = time = [0, 350] flag = roundnotover
;--------------------------------------------------------------------------- ; Win pose 5 - universe ; CNS difficulty: basic [Statedef 186] type = S ctrl = 0 anim = 186 velset = 0,0
[State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S186,0
[State 186, AssertSpecial] type = AssertSpecial trigger1 = time = [0, 380] flag = roundnotover ;--------------------------------------------------------------------------- ; Win pose 1 - laught ; CNS difficulty: basic [Statedef 187] type = S ctrl = 0 anim = 187 velset = 0,0
[State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S195,0
[State 187, AssertSpecial] type = AssertSpecial trigger1 = time = [0, 200] flag = roundnotover
So no change that "random select could be used for menu pictures ? (I precise I am not good at character coding, so may I showed a wrong or unclear example) | |
| | | LESSARD
Posts : 2221 Join date : 2016-06-19 Age : 45 Location : In your wildest mugen Dreams
| Subject: Re: Random "sprite selection" February 10th 2019, 7:33 am | |
| - Tradt-Production wrote:
- Ok, I will try to explain my question there.
(No it is not about the "random" in character select screen)
What I want to know is :
Imagine a menu screen what contain a sprite of a character, is there a code for each time the menu get visited/game restard, the character sprite change randomly to an other one, between some specifics sprites in the system.sff
Sorry I hardly find words to explain my question, I hope it can be understood by you people (Also, my native language is not english.) Hi, @Tradt-Production, I think im finally understand what you mean, but I really think that can not be done in mugen. The only way to do something like that, must be by "building" the system sff including the sprites you want to show and coding the animation, but that only "cycle" and repeat the animation, not showing random sprites. Anyway its a cool idea. Take care. LESSARD | |
| | | Tradt-Production
Posts : 243 Join date : 2014-11-15 Age : 33 Location : France
| Subject: Re: Random "sprite selection" February 10th 2019, 7:43 am | |
| A shame it cannot be done. But thank you LESSARD for answering to my question. | |
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