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Another MegaMan Zero help thread: Z Emblem fade effect (Read 770 times)

Started by RedDragonCats17, December 09, 2018, 01:52:52 am
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Another MegaMan Zero help thread: Z Emblem fade effect
#1  December 09, 2018, 01:52:52 am
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Okay, so I'm having a little bit of a problem with a thing I've added to Omega Zero's Ranbu attack.

Y'see, I'm making a explod for the rising slash at the end of the attack, and I wanted it to be transparent and fade out. I did the fade effect using the code that N64Mario provided to a member a long time ago, as you can see:

Code:
; Z Emblem
[Begin Action 7000]
7000,0, 0,0, 1
7000,0, 0,0, 1, , AS256D20
7000,0, 0,0, 1, , AS256D40
7000,0, 0,0, 1, , AS256D60
7000,0, 0,0, 1, , AS256D80
7000,0, 0,0, 1, , AS256D100
7000,0, 0,0, 1, , AS256D120
7000,0, 0,0, 1, , AS256D140
7000,0, 0,0, 1, , AS256D150
7000,0, 0,0, 1, , AS256D160
7000,0, 0,0, 1, , AS256D200
7000,0, 0,0, 1, , AS256D220
7000,0, 0,0, 1, , AS256D240
7000,0, 0,0, 1, , AS0D256

And I inserted it into the explod:

Code:
[State 0, Explod]
type = Explod
triggerall = movecontact
trigger1 = time = 1
anim = 7000
ID = 7000
pos = 0,0
removetime = -1
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = -1
bindtime = 1
scale = 1,1
sprpriority = 5
ontop = 1

Now when I used trans = add on the explod, the fade effect from the .air isn't even used, but when I use trans = add1, the fade effect is used, but the sprite is pitch black.

What the hell is happening? Why won't the sprite fade away with all of it's colors when I want it to?

(Here's the sprite I'm using, btw)

Re: Another MegaMan Zero help thread: Z Emblem fade effect
#2  December 18, 2018, 09:57:12 am
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Code:
[State 0, Explod]
type = Explod
triggerall = movecontact
trigger1 = time = 1
anim = 7000
ID = 7000
pos = 0,0
removetime = -1
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = -1
bindtime = 1
scale = 1,1
sprpriority = 5
ontop = 1

Now when I used trans = add on the explod, the fade effect from the .air isn't even used, but when I use trans = add1, the fade effect is used, but the sprite is pitch black.
You need to almost always put the check if the explod/helper exists in the explod/helper's spawn so much so, you should just ALWAYS do it.
triggerall = numexplod() = 0
add that with your ID number in the ()
This could be a problem where you've spawned 10 explods one behind the other. Even though they're all semi-transparent, because that 10% transparency is there like it should be, 10+10+10+10+10+you get the idea=100%. So you'd still see the image 100%. I'm not saying this is the exact cause here, but adding the check every time will stop a lot of problems from happening in the future.

When you make your animation with the transparency you shouldn't need to add it in the actual creation of the explod. The code you posted doesn't show it. But it sounds like you added it on.

I'm not seeing anything you posted that's clearly the problem. Try both of these things and see what happens.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Another MegaMan Zero help thread: Z Emblem fade effect
#3  December 19, 2018, 12:19:22 am
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I tried the first method and it didn't work.

When you make your animation with the transparency you shouldn't need to add it in the actual creation of the explod.

I'm willing to bet that you're saying that I used transparency in the Z emblem to make it fade out, which I did. I want the Z emblem to be transparent as it fades out, so if I don't have to use transparency in the .air animation, how can I make it fade out?

Here's the rest of the code. I used a modifyexplod to make the Z emblem grow as it fades.

Code:
[State 0, Explod]
type = Explod
triggerall = numexplod(7000) = 0
trigger1 = time = 1
anim = 7000
ID = 7000
pos = 0,0
removetime = -1
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = -1
bindtime = 1
scale = 1,1
sprpriority = 5
ontop = 1
ownpal = 1
trans = add

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = [1,20]
pos = 0,-20
scale = 0.3+(0.0035*(time-20)),0.3+(0.007*(time-20))
ownpal = 1
Re: Another MegaMan Zero help thread: Z Emblem fade effect
#4  December 19, 2018, 08:57:14 am
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  • Shame on you!
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When you make your animation with the transparency you shouldn't need to add it in the actual creation of the explod. The code you posted doesn't show it. But it sounds like you added it on.
Go ahead and re-read the actual quote again. After that, look at

Code:
trans = add
 
[State 0, ModifyExplod]
vVv Ryuko718 Updated 10/31/22 vVv
Re: Another MegaMan Zero help thread: Z Emblem fade effect
New #5  December 19, 2018, 10:03:32 am
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So... I have to get rid of trans = add? Do I need to use something different? What's up?

      Posted: January 06, 2019, 07:57:00 pm
How do I make the Z emblem fade using just the explod?
Last Edit: January 07, 2019, 04:58:11 am by RedDragonCats17