Optional Animation Standards (Read 225301 times)

Started by Jmorphman, February 16, 2012, 03:40:11 am
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Re: Optional Animation Standards
#121  December 05, 2017, 03:36:53 am
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So, I'm actually wondering about this. I was looking at Yu-toharu's site at custom states, and couldn't find any information on this one at all. Yes, it is the Sexy KO animation. I'm not doing any sprites for this, but was wondering what exactly the animations for this are? I've only seen it twice, once in SYD's Kung Fu Girl, and once in Choiyer's Haruhi (shudders). What I have is from KFG:

From what I could find from KFG:

[Begin Action 25030]
25030, 0, 0, 0, 5

[Begin Action 25035]
25030, 1, 0, 0, 7

[Begin Action 25050]
25030, 2, 0, 0, -1

[Begin Action 25100]
25030, 6, 0, 0, 1

[Begin Action 25160]
25030, 5, 0, -10, 3

[Begin Action 25110]
25030, 7, 0, 0, 5
25030, 8, 0, 0, 5
25030, 9, 0, 0, 5
25030, 10, 0, 0, 5
25030, 11, 0, 0, 5
25030, 12, 0, 0, 1

Haruhi does it in a weirder way, and I'm not sure how MUGEN actually handles these. As much as I don't like looking in Haruhi's SFF, I did learn that other things can be made to happen during the animation as separate objects. But yeah...anyone that's done these animations and/or added them to characters know if this is how those work??
Re: Optional Animation Standards
#122  December 05, 2017, 05:10:40 pm
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While this thread's being bumped, I'd like to mention that I've recently updated the first post with a thorough documentation of several new animation standards. I think I've got pretty much all the major standards (still gotta add the Z2 anims, though), but I'm not sure if it's worth adding every single animation that's listed here.
Re: Optional Animation Standards
#123  December 07, 2017, 04:13:27 pm
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I updated the Cused to include the states needed for flying cursed chars like when Morrigan is turned into a bat.
Re: Optional Animation Standards
#124  December 12, 2017, 07:36:13 am
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Much appreciated on that, JNP~ It's nice to see that this was updated while I wasn't looking heh. As to you, JMan, probably not? Some of those I don't even know if they're used at all, or that often. Tiki's Divinestone seems to be used a lot in JP characters I've noticed, though it's only with Tiki so...

As to my question, I'd like to amend it a bit. In addition to what I asked, is there a way to set it based on a timer. For instance, if the character is defeated before 20 seconds or something, then a specific animation happens?? Doesn't even have to be Sexy KO for this one (though it's something I'm still investigating for exchange of help), could be any animation in general I suppose.
Re: Optional Animation Standards
#125  September 20, 2018, 03:41:39 am
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More animations:
Eyedol by Mike Obrecht:
-Humiliation Dance: Animation 29902
      It doesn't matter how many ticks this animation is as far as what I know but  the last tick can't have a time of -1.
-Screen Smack-There's two parts for this.
      -Part 1: Flying towards screen: Animation 29907
            The last tick must end with a time of -1.
      -Part 2: Hit the screen: Animation 29908
            It must have a tick with a time of -1. Do not use sprite with a group of 29908 because of the next animation for when there's one that exists.
-For a Chief Thunder No Mercy: Animation 29908 with a sprite from group 29908.
      The Animation must have a tick with a time of -1. Don't know why Obrecht did this, but ok.

Juano16 fatalites can be seen here as a HTML file download.
Re: Optional Animation Standards
#126  February 10, 2019, 03:49:54 pm
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Question: is there a special anim about the enemy being cut in half like this?? Something like being squashed on the ground but being cutted in 2 in this case.
I've one seen it in ClayFighter chars (in MUGEN by Shadowtak, a code/anim system I implemented on my Earthworm Jim) and in some attacks of Darkstalkers' Bishamon, but none of them have it in MUGEN as an anim


Re: Optional Animation Standards
New #127  February 12, 2019, 02:11:37 pm
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Aren't those special (state) anims, one has to implement in the "receiving" char, like it was needed for Andres Borghi's characters?
Maybe it just wasn't included, since it was no full game conversion & so unlikely people would update their chars accordingly.

Sorry if this is unfitting, me not having a clue. MODS, please delete in that case...
 ;Filename of sprite data
spr = stages/ ***.sff
Last Edit: February 12, 2019, 02:29:12 pm by TiE