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any common fighter factory pitfalls I should be aware of? (Read 5181 times)

Started by DemonicDrPhil, September 03, 2007, 06:16:01 am
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any common fighter factory pitfalls I should be aware of?
#1  September 03, 2007, 06:16:01 am
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I am about to start work on Yoshi's special attacks and supers.  These will probably be dependent on helpers...possibly many helpers.  These may or may not share the palette and I am not even all that sure I know what attacks I want to put in the character. Is it at all possible to go about the creation of these attacks from .sff to .air .cns coding one at a time?  Or do I really have to have every sprite of the character in the sff before the sprites of the helpers?  Is there any recommended order to .sff insertion?  Is there any standard group numbers and action numbers for specials and supers?

Any insight that may possibly save me a load of time and frustration will be greatly appreciated.
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Re: any common fighter factory pitfalls I should be aware of?
#2  September 03, 2007, 06:20:17 am
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Shared sprites go at the end on the Sff.
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Re: any common fighter factory pitfalls I should be aware of?
#3  September 03, 2007, 06:21:49 am
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must be tired but can you elaborate a little more on that?
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Re: any common fighter factory pitfalls I should be aware of?
#4  September 03, 2007, 06:26:04 am
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i ment sprites that arent shared... :P

Anyway if a sprite that isnt shared is infront or in the middle of a shared sprite it will mess up the colors.
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Re: any common fighter factory pitfalls I should be aware of?
#5  September 03, 2007, 06:30:36 am
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damn so that means I have to have each and every attack completely planned out and sprited before I even think of inserting it into the .sff.

no way to do it all modularly...unless I make separate test characters for each move. work on them separately until they are perfect and then add them in order...

something to think about...

ah crap winposes and intros are gonna be like that as well...uch

thanks again
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Re: any common fighter factory pitfalls I should be aware of?
#6  September 03, 2007, 06:34:01 am
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What are you talking about?

You can just change the order of the sprites in Fighter Factory.

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Re: any common fighter factory pitfalls I should be aware of?
#7  September 03, 2007, 06:38:30 am
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this is what i get for trying to be articulate and get some development done on no sleep... :sleeping: :omg:



so what your are saying is that inserting sprites that do not share the palette in the midst of those that do is bad because it will screw up the colors.  but I don't have to worry about that because i can just change the order using FF.
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Re: any common fighter factory pitfalls I should be aware of?
#8  September 03, 2007, 06:43:12 am
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Yea but you dont even have to use the order thing just add new sprites infront of the old ones..
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Re: any common fighter factory pitfalls I should be aware of?
#9  September 03, 2007, 06:44:34 am
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ok so then I have nothing to worry about that at all...

any other common mistakes or pitfalls I should watch out for?
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Re: any common fighter factory pitfalls I should be aware of?
#10  September 03, 2007, 06:50:59 am
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Not really.

I havent run into any bugs or w/e.

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Re: any common fighter factory pitfalls I should be aware of?
#11  September 03, 2007, 06:52:17 am
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how do I add sprites to the middle of the .sff in fighter factory?

I tried and it always put it as the last sprite on the scrollbar no matter what group number/sprite number I give it.
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Re: any common fighter factory pitfalls I should be aware of?
#12  September 03, 2007, 06:55:42 am
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What is meant is that,you should first add all the shared sprites (yoshi's) and then add whatever sprites that aren't shared (don't have the same pallete) at the end AFTER you finish adding all of the shared sprites.
Re: any common fighter factory pitfalls I should be aware of?
#13  September 03, 2007, 06:58:39 am
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Go to watever sprite is in the middle(make sure its the last frame) then add the New sprites.


That is what i do.
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Re: any common fighter factory pitfalls I should be aware of?
#14  September 03, 2007, 07:00:36 am
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ok...hopefully I won't run into too many problems tgat i would have to do the whole .sff and .air and all the clsn's again...that's what I would really love to avoid
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