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Animated Portraits (Read 5254 times)

Started by Kreuzer, January 20, 2017, 02:01:34 pm
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Animated Portraits
#1  January 20, 2017, 02:01:34 pm
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    • Japan
NOTE: Works only for "locked" rosters!

My work

Old, but good example, in here its made horizontally instead of vertically:


The whole trick is that these are not really portraits, you use select cursor animation as a way to swap animations, when one character animation is on the screen the next and previous character are hidden out of screen. It works good with Godzilla Domination monsters because they all have the same animation and number of frames in stance.

First you have to set these values select screen proporties:
Code:
rows = 8
columns = 1
wrapping = 1
showemptyboxes = 0
moveoveremptyboxes = 1

Then you prepare a template where characters will all stand:

remember to apply correct values for cursor values:
Code:
cell.size = 0,400       ;x should be 0, y is the height of the cell that character is in (square where monsters are placed in)
cell.spacing = 720        ;Space between each cell, 720 makes the character hide out of screen since the game height is 720 here
cell.bg.spr = -1,0       ;dont use
cell.random.spr = -1,0   ;dont use

Then you crop them into single frames where ALL characters are present:


I gave it position in .sff file x = 368 & y = 6720 and p1/p2.cursor.startcell = 3,1 so the character that appears first is gojira. y pos is multiplier of 720+400 so its locked properly. x is important because if you want to mirror it for 2nd player then you don't want the images to "step" on each other, just set enough space that they don't do it.

The select .def is:
Code:
randomselect
randomselect
randomselect
randomselect
Gojira
Mothra
Kiryu
King Ghidorah
This way when cursor is over other character it displays that character, you have to understand that when cursor is over gojira and I go down the character that appears is the one above current.

This images are used as a cell animations.
Code:
[Begin Action 160] ;P1 active cursor
160,0, 0,0, 10
160,1, 0,0, 7
160,2, 0,0, 5
160,3, 0,0, 7
160,4, 0,0, 10
160,5, 0,0, 5

[Begin Action 170] ;P2 active cursor
160,3, -1,0, 7,H
160,4, -1,0, 10,H
160,5, -1,0, 5,H
160,0, -1,0, 10,H
160,1, -1,0, 7,H
160,2, -1,0, 5,H

and I think that is about it, you lose the character grid, but you can make it with character portraits themselves.
Last Edit: January 20, 2017, 02:13:49 pm by Kaiju Wars
Re: Animated Portraits
#2  January 20, 2017, 02:12:45 pm
  • ***
  • Palette Master/Minor Sprite Editor
  • Ʌll ɯiʃl ɓe ɰɇlߊ.
    • USA
This looks really cool. I gotta try it out on the mugen multiverse screenpack!
Re: Animated Portraits
#3  January 20, 2017, 02:14:23 pm
  • ****
    • Japan
Its not hard, it just takes some time to adjust the spaces and values so it fits right without errors.



this would be a lot of work...
Re: Animated Portraits
New #4  January 20, 2017, 11:02:49 pm
  • ***
  • Palette Master/Minor Sprite Editor
  • Ʌll ɯiʃl ɓe ɰɇlߊ.
    • USA
Its not hard, it just takes some time to adjust the spaces and values so it fits right without errors.



this would be a lot of work...

Gotta start somewhere. I don't have that many characters anyway.

      Posted: January 20, 2017, 11:37:43 pm
Yeah i don't know what happened here so i'm just gonna forget about this :P i don't really have a desire to figure out whats going on here. Hopefully someone else finds this tutorial useful

Last Edit: January 20, 2017, 11:38:28 pm by SpazMaster