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 Dialogue Like Snk vs Capcom CHAOS

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kyletempest



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Join date : 2016-12-31

PostSubject: Dialogue Like Snk vs Capcom CHAOS   January 1st 2017, 12:10 pm

Hello guys i want to ask you, how to add a dialogue like this on my MUGEN project?

I want this dialogue type before fight.


Could you help me with it? or only it is possible with a certain screenpack of SvC Chaos??? Thank you, and downloadlink would be appreciated and gladfully. happy new year.
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Werewood

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PostSubject: Re: Dialogue Like Snk vs Capcom CHAOS   January 2nd 2017, 5:12 am

You can try to use some MUGEN Explod to show the dialogue animation (probably with postype = left and ontop = 1).  If you want more MUGEN flexibility, then you can try to use a MUGEN Helper (probably with postype = left for TeamSide = 1 and postype = right for TeamSide = 2) and put the MUGEN Explod in it.  Oh if you want add some animation transparency then you will need to use the sprpriority = ## for different "layers" for MUGEN Explod, and to use the MUGEN SprPriority for MUGEN Helper.

By the way, I think it is nice for you to add some MUGEN AssertSpecial with flag = intro, flag = roundnotover, flag = nobardisplay, flag = nomusic, flag = timerfreeze when your MUGEN in-game dialogue takes place. Wink
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kyletempest



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Join date : 2016-12-31

PostSubject: Re: Dialogue Like Snk vs Capcom CHAOS   January 2nd 2017, 7:14 am

IN the first thanks for the answer, but how to use MUGEN EXPLOD i don´t know what is it, i´m kinda of newbie in mugen scene and i want to begin a good project to share. But i need this feature on my mugen cause it will be a inovate mugen with a inovate characters.
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Werewood

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PostSubject: Re: Dialogue Like Snk vs Capcom CHAOS   January 2nd 2017, 9:10 am

MUGEN Explod is a MUGEN state controller that lets you add any animations (made by a number of sprites) to MUGEN. Smile


Since probably every MUGEN character has its own dialogue animation, it is not good to be coded by the MUGEN screenpack/motif, so you will need to add it to each MUGEN character.  yes

Let us use Kung Fu Man (KFM)'s win victory state as a MUGEN example cyclops :


in case giphy not working for you...:
 

Procedure for making the above Kung Fu Man (KFM) MUGEN example:
1) make a sprite that has the Kung Fu Man (KFM)'s win victory dialogue (640x361):
 
 
in case servimg not working for you...:
 

2) add the sprite to Kung Fu Man (KFM) MUGEN sprite file, kfm.sff:
 
 
in case servimg not working for you...:
 

3) make an animation using the Kung Fu Man (KFM)'s win victory dialogue sprite and add it to Kung
 Fu Man (KFM) MUGEN animation file, kfm.air:
 
 
in case servimg not working for you...:
 
* in short, like this in the kfm.air:
Code:
[Begin Action 6543]
6543,0, 0,0, 180

4) make a couple of MUGEN Explod's for Kung Fu Man (KFM)'s win victory state and add it to Kung Fu
Man (KFM)'s win victory state (Statedef 181), in Kung Fu Man (KFM) MUGEN code file, kfm.cns:
 
 
in case servimg not working for you...:
 
* The actual MUGEN Explode code to add is like this:
Code:
[State 181, Explod] ; KFM's win screen dialogue when facing to the right
type = Explod
triggerall = NumExplod(6543) = 0
trigger1 = Facing = 1
trigger1 = Time = 0
anim = 6543
ID = 6543
pos = 0, 60
postype = back
facing = 1
vfacing = 1
bindtime = -1 ; -1 will be bound until the explod is removed or another controller affects the bindtime.
vel = 0.0,0.0
accel = 0.0,0.0
random = 0,0
removetime = -1  ; -1 displayed indefinitely / -2 removed when AnimTime = 0
supermovetime = 99999
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 9
ontop = 1
shadow = 0,0,0   ; -1,0,0 the shadow color of the MUGEN stage
ownpal = 1
removeongethit = 0
ignorehitpause = 1
trans = default   ; default - does nothing / none - disables transparency / add - draws with full additive transparency / addalpha - draws with additive transparency (alpha must be specified) / add1 - draws with additive transparency, with alpha at 256,128 / sub - draws with full subtractive transparency
alpha = 256,0
persistent = 0

[State 181, Explod] ; KFM's win screen dialogue when facing to the left
type = Explod
triggerall = NumExplod(6543) = 0
trigger1 = Facing = -1
trigger1 = Time = 0
anim = 6543
ID = 6543
pos = 0, 60
postype = front
facing = 1
vfacing = 1
bindtime = -1 ; -1 will be bound until the explod is removed or another controller affects the bindtime.
vel = 0.0,0.0
accel = 0.0,0.0
random = 0,0
removetime = -1  ; -1 displayed indefinitely / -2 removed when AnimTime = 0
supermovetime = 99999
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 9
ontop = 1
shadow = 0,0,0   ; -1,0,0 the shadow color of the MUGEN stage
ownpal = 1
removeongethit = 0
ignorehitpause = 1
trans = default   ; default - does nothing / none - disables transparency / add - draws with full additive transparency / addalpha - draws with additive transparency (alpha must be specified) / add1 - draws with additive transparency, with alpha at 256,128 / sub - draws with full subtractive transparency
alpha = 256,0
persistent = 0
** in additional, you can also add a AssertSpecial MUGEN code to make "no bars are shown and no
    BGM is played during the KFM's win screen dialogue":
Code:
[State 181, AssertSpecial] ; no bars are shown and no BGM is played during the KFM's win screen dialogue
type = AssertSpecial
trigger1 = NumExplod(6543) != 0
flag = roundnotover
flag2 = nobardisplay
flag3 = nomusic
ignorehitpause = 1
persistent = 1


!! Please read study about the use of MUGEN Explod and MUGEN AssertSpecial here Arrow :
http://www.elecbyte.com/mugendocs/sctrls.html#explod
http://www.elecbyte.com/mugendocs/sctrls.html#assertspecial
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kyletempest



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Join date : 2016-12-31

PostSubject: Re: Dialogue Like Snk vs Capcom CHAOS   January 5th 2017, 7:16 am

I need learn more about Mugen then, it make me sad almost surrenderin on my dream project, i´m tryin hard, but all these codes, i even not earn to change MUGEN main Window... I will try learn it, thank you for the answers and for you kindly spirit on help!
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Werewood

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PostSubject: Re: Dialogue Like Snk vs Capcom CHAOS   January 5th 2017, 7:39 am

You can do it step by step..........start with first trying to edit the simplest things then move on to something more as you have gained more MUGEN making experience......... Wink

>> MUGEN main Window
Not sure what you exactly want what to change about that.......you meant Window size?  Question or the graphics and sounds in the MUGEN screenpack/motif?  Question

For MUGEN character/stage making, I suggest you to read all the documents in your [mugen]\docs\ folder to get to know all the MUGEN making grammar.  study   If you have questions about them, then you can try to post your questions in this MUGEN Help section.

Also, I highly recommend the very comprehensive "MUGEN making YouTube videos by Ryon Persaud" to you to watch cyclops :
https://www.youtube.com/playlist?list=PLIwEWBFlq_nqdRXtIA9rccQXx29eSHPlY

Furthermore, a MUGEN project like yours is quite ambitious; it is some kind of MUGEN full game.  A nicely made MUGEN full game takes A LOT OF works.  You can try other MUGEN people's MUGEN full games to get some MUGEN ideas.
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kyletempest



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PostSubject: Re: Dialogue Like Snk vs Capcom CHAOS   January 5th 2017, 4:33 pm

I mean change screen, change Image background on main mugen menu, options vs and select character screen. One more and again.. Thank you for your kindness.
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