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 Little question...

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Fabry Taz



Posts : 457
Join date : 2013-08-30
Age : 23

PostSubject: Little question...   May 11th 2016, 5:38 am

Hello everyone ... I wanted to know if you can change the font animation (eg stand, walk, etc.) using the color palettes. I saw something similar in "Soul Ninja" of Juano16 but I would like to figure out how to make it happen on other characters


Last edited by Fabry Taz on May 16th 2016, 9:05 am; edited 1 time in total
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borewood2013



Posts : 3165
Join date : 2014-08-11

PostSubject: Re: Little question...   May 16th 2016, 8:45 am

@Fabry Taz wrote:
Ciao a tutti ... volevo sapere se è possibile modificare l'animazione di carattere (ad esempio stare in piedi, a piedi, ecc) utilizzando le tavolozze di colori. Ho visto qualcosa di simile in "Soul Ninja" di Juano16 ma vorrei capire come realizzarlo su altri personaggi

Google Translate to English:

>> Hello everyone ... I wanted to know if you can change the font animation (eg stand, walk, etc.) using the color palettes. I saw something similar in "Soul Ninja" of Juano16 but I would like to figure out how to make it happen on other characters


Juano16's "Soul Ninja" - its all sprites are sharing the same palette I guess, and you can use the MUGEN Trigger PalNo to let it change some animations, in your MUGEN CNS code.  Juano16 used PalNo and some MUGEN Variables to make that.
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Fabry Taz



Posts : 457
Join date : 2013-08-30
Age : 23

PostSubject: Re: Little question...   May 16th 2016, 9:11 am

@borewood2013 wrote:
@Fabry Taz wrote:
Ciao a tutti ... volevo sapere se è possibile modificare l'animazione di carattere (ad esempio stare in piedi, a piedi, ecc) utilizzando le tavolozze di colori. Ho visto qualcosa di simile in "Soul Ninja" di Juano16 ma vorrei capire come realizzarlo su altri personaggi

Google Translate to English:

>> Hello everyone ... I wanted to know if you can change the font animation (eg stand, walk, etc.) using the color palettes. I saw something similar in "Soul Ninja" of Juano16 but I would like to figure out how to make it happen on other characters


Juano16's "Soul Ninja" - its all sprites are sharing the same palette I guess, and you can use the MUGEN Trigger PalNo to let it change some animations, in your MUGEN CNS code.  Juano16 used PalNo and some MUGEN Variables to make that.

I tried several times to use the palno but I failed in my purpose ... I even tried to divide the sprites and recall parts with explode with Trigger1 palno but nothing...I finished all the ideas xS
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borewood2013



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Join date : 2014-08-11

PostSubject: Re: Little question...   May 17th 2016, 12:18 pm

What MUGEN code do you use for your animation PalNo-based-changes please? Question
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Fabry Taz



Posts : 457
Join date : 2013-08-30
Age : 23

PostSubject: Re: Little question...   May 20th 2016, 3:17 am

@borewood2013 wrote:
What MUGEN code do you use for your animation PalNo-based-changes please? Question

This was the latest of many attempts that I made ... is the first time I try to do something like that ,then definitely is wrong ...

[Statedef 0]
type = S
physics = S
anim = ifelse((PalNo =1&&Anim=0)||(PalNo =2&&Anim=1))
sprpriority = 0

[State 1201, smoke]
type = Explod
trigger1 = Time<9999
anim = 1202
ID = 1202
pos = 0,-30
postype = p1
vel = 0,-1
random = 60,60
scale =.2,.2
sprpriority = 4
ontop=1
ownpal = 1

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 1
trigger2 = Time = 1
x = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5 && anim != 4001 && Anim!=4500 ;<<<<<<<<<<<para que al pasar por aqui no se cambe la animacion de la cabesa
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State DestroyHelper]
type=destroyself
trigger1=ishelper
ignorehitpause=1
pausemovetime=9999999
supermovetime=9999999

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050
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borewood2013



Posts : 3165
Join date : 2014-08-11

PostSubject: Re: Little question...   May 20th 2016, 6:41 am

I guess you may just comment out or remove this line:

Code:
anim = ifelse((PalNo =1&&Anim=0)||(PalNo =2&&Anim=1))


And make some change to the ChangeAnim part like this:


Code:
[State 0, 1]
type = ChangeAnim
triggerall = PalNo = 1
trigger1 = Anim != 0 && Anim != 5 && Anim != 4001 && Anim!=4500
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = PalNo = 2
trigger1 = Anim != 1 && Anim != 5 && Anim != 4001 && Anim!=4500
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 1

By the way, you still need to do the same thing for the rest of the PalNo's..........
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Fabry Taz



Posts : 457
Join date : 2013-08-30
Age : 23

PostSubject: Re: Little question...   May 20th 2016, 7:09 am

I tried to insert this code, but I get the following error:

Error message: Can't find file intro.def
Error parsing [State 0, 1]
Error in [Statedef 0]
Error in chars/Smoke/common.cns
Error loading chars/Smoke/Smoke.def
Error while precaching
Error parsing [State 0, 1]
Error in [Statedef 0]
Error in chars/Smoke/common.cns
Error loading chars/Smoke/Smoke.def
Error while precaching
Error parsing [State 0, 1]
Error in [Statedef 0]
Error in chars/Smoke/common.cns
Error loading chars/Smoke/Smoke.def
Error while precaching
Error parsing [State 0, 1]
Error in [Statedef 0]
Error in chars/Smoke/common.cns
Error loading chars/Smoke/Smoke.def
Error loading p1
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borewood2013



Posts : 3165
Join date : 2014-08-11

PostSubject: Re: Little question...   May 20th 2016, 7:21 am

@Fabry Taz wrote:
I tried to insert this code, but I get the following error:

Error message: Can't find file intro.def
Error parsing [State 0, 1]
Error in [Statedef 0]
Error in chars/Smoke/common.cns
Error loading chars/Smoke/Smoke.def
Error while precaching
Error parsing [State 0, 1]
Error in [Statedef 0]
Error in chars/Smoke/common.cns
Error loading chars/Smoke/Smoke.def
Error while precaching
Error parsing [State 0, 1]
Error in [Statedef 0]
Error in chars/Smoke/common.cns
Error loading chars/Smoke/Smoke.def
Error while precaching
Error parsing [State 0, 1]
Error in [Statedef 0]
Error in chars/Smoke/common.cns
Error loading chars/Smoke/Smoke.def
Error loading p1

Hmmmm....so werid....I just tried to use these two (2) ChangeAnim's on my MUGEN1.0 KFM and it didn't have any problem....... scratch

By the way, what is the way/method did you use to disable/remove the line "anim = ifelse((PalNo =1&&Anim=0)||(PalNo =2&&Anim=1))" please? Question
If it were me then I might just had it disabled by just this: ";anim = ifelse((PalNo =1&&Anim=0)||(PalNo =2&&Anim=1))"

And, this MUGEN error I just noticed: "Error message: Can't find file intro.def"........so it looks like your Smoke.def is looking for a "intro.def" but the actual "intro.def" file is missing......... Neutral
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Fabry Taz



Posts : 457
Join date : 2013-08-30
Age : 23

PostSubject: Re: Little question...   May 20th 2016, 7:38 am

I may have forgotten something to aggiungre (sorry but being the first time as I have written before are a bit distressed) ... however the code I added now is this:

[Statedef 0]
type = S
physics = S
anim = ifelse(PalNo =1&&Anim=0)||ifelse(PalNo =2&&Anim=1)
sprpriority = 0

[State 1201, smoke]
type = Explod
trigger1 = Time<9999
anim = 1202
ID = 1202
pos = 0,-30
postype = p1
vel = 0,-1
random = 60,60
scale =.2,.2
sprpriority = 4
ontop=1
ownpal = 1

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 1
trigger2 = Time = 1
x = 0

[State 0, 1]
type = ChangeAnim
triggerall = PalNo = 1
trigger1 = Anim != 0 && Anim != 5 && Anim != 4001 && Anim!=4500
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = PalNo = 2
trigger1 = Anim != 1 && Anim != 5 && Anim != 4001 && Anim!=4500

[State DestroyHelper]
type=destroyself
trigger1=ishelper
ignorehitpause=1
pausemovetime=9999999
supermovetime=9999999

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050
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borewood2013



Posts : 3165
Join date : 2014-08-11

PostSubject: Re: Little question...   May 20th 2016, 7:59 am

@Fabry Taz wrote:
I may have forgotten something to aggiungre (sorry but being the first time as I have written before are a bit distressed) ... however the code I added now is this:

[Statedef 0]
type = S
physics = S
anim = ifelse(PalNo =1&&Anim=0)||ifelse(PalNo =2&&Anim=1)
sprpriority = 0

[State 1201, smoke]
type = Explod
trigger1 = Time<9999
anim = 1202
ID = 1202
pos = 0,-30
postype = p1
vel = 0,-1
random = 60,60
scale =.2,.2
sprpriority = 4
ontop=1
ownpal = 1

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 1
trigger2 = Time = 1
x = 0

[State 0, 1]
type = ChangeAnim
triggerall = PalNo = 1
trigger1 = Anim != 0 && Anim != 5 && Anim != 4001 && Anim!=4500
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = PalNo = 2
trigger1 = Anim != 1 && Anim != 5 && Anim != 4001 && Anim!=4500

[State DestroyHelper]
type=destroyself
trigger1=ishelper
ignorehitpause=1
pausemovetime=9999999
supermovetime=9999999

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

I see what was wrong now:
- you didn't disable/remove the "anim = ifelse(PalNo =1&&Anim=0)||ifelse(PalNo =2&&Anim=1)" line
- your copy&paste was missing something like the trigger2 = part and value = part in the second 2nd ChangeAnim

Please try again with this:
Code:
[Statedef 0]
type = S
physics = S
;anim = ifelse(PalNo =1&&Anim=0)||ifelse(PalNo =2&&Anim=1)
sprpriority = 0

[State 1201, smoke]
type = Explod
trigger1 = Time<9999
anim = 1202
ID = 1202
pos = 0,-30
postype = p1
vel = 0,-1
random = 60,60
scale =.2,.2
sprpriority = 4
ontop=1
ownpal = 1

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 1
trigger2 = Time = 1
x = 0
    
[State 0, 1]
type = ChangeAnim
triggerall = PalNo = 1
trigger1 = Anim != 0 && Anim != 5 && Anim != 4001 && Anim!=4500
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = PalNo = 2
trigger1 = Anim != 1 && Anim != 5 && Anim != 4001 && Anim!=4500
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 1

[State DestroyHelper]
type=destroyself
trigger1=ishelper
ignorehitpause=1
pausemovetime=9999999
supermovetime=9999999

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050
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Fabry Taz



Posts : 457
Join date : 2013-08-30
Age : 23

PostSubject: Re: Little question...   May 20th 2016, 9:10 am

it worked !! ... thank you borewood2013, now I can finally resume the original idea for Smoke ... thanks again
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borewood2013



Posts : 3165
Join date : 2014-08-11

PostSubject: Re: Little question...   May 20th 2016, 9:56 am

@Fabry Taz wrote:
it worked !! ... thank you borewood2013, now I can finally resume the original idea for Smoke ... thanks again

Thank you for your thank you!

Good luck and good job in your MUGEN project! Smile
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Fabry Taz



Posts : 457
Join date : 2013-08-30
Age : 23

PostSubject: Re: Little question...   May 20th 2016, 10:10 am

thansk my friend
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