I recently visited A$AP Buckus' thread for his project and was intrigued on how it is possible to implement a select screen where the characters appear like so in this image:Any help is appreciated; If I am wrong for using this image, please remove it if it doesn't honor rules and regulations.
It's very doable. You'll need custom portraits for everything, for starters. You'll also need to use the traditional "cursor trick" which is making a select cursor animation for all the possible portrait positions.
very interesting image, the character sprite can be done with fonts, however , i can't figure out where is coded that skill plate.
Jesuszilla said, January 22, 2018, 02:40:03 amIt's very doable. You'll need custom portraits for everything, for starters. You'll also need to use the traditional "cursor trick" which is making a select cursor animation for all the possible portrait positions.Stone-Wolf said, January 22, 2018, 02:50:47 amvery interesting image, the character sprite can be done with fonts, however , i can't figure out where is coded that skill plate.Thanks for responding guys. Because I have NO experience in coding, is there a tutorial here on MFG that I could learn from?
I believe all that is happening during the intro state, that's not a normalmugen select screen. If you follow asap buckus game topic he explains it.And I also think ALL his chars are coded in 1 ssf. Custom full game stuff.
Coding in one SFF is not necessary for this. All you have to do is make various animations of the cursor over the possible portrait slots. So one for 0,0, 0,1, 0,2, etc... up to n,m that are placed exactly where the cursor needs to go.
Last part isn't necessary, either; just use a custom portrait that contains the large portrait, the character sprite, and the move name all in one image.
Wizzy, I've made a project which uses this trick, if you wanna look https://gamejolt.com/games/megaman-powered-up-remix/19509The life bars are coded into the characters, though.
But the skill selection, that's full game stuff right there.everything else you can do without having to do somecustom coding.
Skill selection cannot be done on the select screen, not even in a full game. But that’s OK, the custom portraits seem to only show one move anyway.
Quoted this from the source if you guys want moreInfo on how Buckus is doing it, man this guy is G.O.A.T.A$AP Buckus said, August 20, 2017, 09:06:52 amSurprise!!! I'm still active and the game is still being worked on. Here are some updates:- All characters now share the same sff and cns files. Basically, the game is just 1 big, interchangeable character. I've eliminated the unused frames, animations and sounds. By trimming the unnecessary fat, the sff isn't as big as I thought it would be. I've added 10 characters so far, and have only half the amount of sprites as Doggiedoo's Leo. This actually works out well, as I have full control over the select screen, vs screen, lifebars- pretty much everything. Still working on fully implementing the rest of the lifebars made by City_Hunter.-How this works with character with scaled sprites: I used the same method as I used with Captain America's shield w/ mirroring anims. The actual character is invisible, and a helper is used to display the scaled sprites. I had to manually resize the clsn boxes. There's a common system helper that stores the scaling values for the specific character - With that being said, the final roster has been downsized. I can still add up to 60 chars the way the anim grouping and sff is set up, but I dont think that will be happening. I'll only be adding characters that I like and feel are essential to the game.- The beta roster will consist of 8 characters(pictured below). Pics of the tentative select screen:- Charlie is being updated to include SF5 stuff and separate him from Guile. It'll be a mixture of classic and 5: - No more charge commands - Moonsault will still be an air move - Adding Tragedy Assault and Sonic Scythe(Hard version will be Somersault Shell, as I don't want to see the need to sprite the genocide cutter version. I used sprites from SpecOp's Blaze Agent and frankensprites to create Tragedy Assault, and frankensprited the Light and Med versions of Sonic Scythe. I may commission someone to redo and color separate them in the future. Not cleaned up, but the grunt work is done and the move is coded, so if new anims are made, it'll be a matter of adjustments.More to come soon.
That makes way more sense. That would make skill selection totally possible.Jesuszilla said, January 23, 2018, 05:27:11 pmSkill selection cannot be done on the select screen, not even in a full game. But that’s OK, the custom portraits seem to only show one move anyway.I was think about this. What if there was only one *visible* horizontal line of characters to select on the select screen.; then when you press up or down, you select the same character off screen (with a different skill and different large portrait with skill select sprite). That could give the illusion of having a skill select at the character select screen! I’ve never made a select screen but I think that would be within its limits.
It would work but then you have the issue of running intothat char during arcade and you both have the same paletteunless you put them in a group that's not assigned in a acadeorder matches.
Jesuszilla said, January 23, 2018, 01:32:38 amLast part isn't necessary, either; just use a custom portrait that contains the large portrait, the character sprite, and the move name all in one image.So, I would have to know the position/placement to do this correctly, right?
Jesuszilla said, January 24, 2018, 01:46:38 amYep, just calculate it. It's easiest to do it in offsets of 640x480.I understand that, but will I see both chars onscreen for each player?