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WHY DON'T ANIMATED PORTRAITS WORK LIKE THAT? (Read 1734 times)

Started by Inactive user, March 20, 2019, 03:16:41 pm
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WHY DON'T ANIMATED PORTRAITS WORK LIKE THAT?
#1  March 20, 2019, 03:16:41 pm
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I had thought about why Mugen engine is not able to read animated portraits using a standard configuration where you create an animation inside the char.sff and it's read easily on select screen.

;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 18,13    ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1

Why is it not possible?

;Big portraits
p1.face.anim = 9001     ; found inside the char.sff
p1.face.offset = 18,13   
p1.face.scale = 1,1
p1.face.facing = 1

[Begin Action 9001] ; animated portrait here
9001,0,0,0,5
9001,1,0,0,5
9001,2,0,0,5
9001,3,0,0,5
9001,4,0,0,5
Re: WHY DON'T ANIMATED PORTRAITS WORK LIKE THAT?
#2  March 20, 2019, 03:44:04 pm
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I think because this belongs more to this thread than here ::)

Rest in peace, Toriyama-san...
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Re: WHY DON'T ANIMATED PORTRAITS WORK LIKE THAT?
#3  March 20, 2019, 05:13:27 pm
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Because Elecbyte never really gave a shit about stage making, and cared even less about add-ons.
Re: WHY DON'T ANIMATED PORTRAITS WORK LIKE THAT?
#4  March 20, 2019, 06:30:41 pm
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Because Elecbyte never really gave a shit about stage making, and cared even less about add-ons.

This.

If you are making a close game/full game, you can use the portraits as explods or helpers.
This is what I am using on this project - the lifebars and portraits are hard coded into the characters
Re: WHY DON'T ANIMATED PORTRAITS WORK LIKE THAT?
#5  March 20, 2019, 09:27:45 pm
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The ones of us who work in the software industry have a lot of fun trying to figure out how mugen was coded/the source code, by how certain things that should be really easy to implement took elecbyte ages to do so (or they never did).
Re: WHY DON'T ANIMATED PORTRAITS WORK LIKE THAT?
#6  March 21, 2019, 05:02:11 am
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Because Elecbyte never really gave a shit about stage making, and cared even less about add-ons.

This.

If you are making a close game/full game, you can use the portraits as explods or helpers.
This is what I am using on this project - the lifebars and portraits are hard coded into the characters
[youtube]https://www.youtube.com/watch?v=WANinauZxT0[/youtube]

It´s genial... but i haven't idea that was possible, do you have a tutorial explaining about the use of explods or helpers to do it?
i will donwload the game to see how you do it. thanks!!!
Re: WHY DON'T ANIMATED PORTRAITS WORK LIKE THAT?
#7  March 21, 2019, 05:38:02 pm
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  • 23 years of Mugen O_o
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    • www.brazilmugenteam.com
I am out of home right now, but there is a code inside every character for it.
The code will scale the lifebar graphics, like the lifebar itself and the powerbar, based on how great the life and power values are.

I've used the same method on another game:


But on that Mega Man game, it works vertically. And notice that the portraits REACTS from the attacks too.

Also, on this Mega Man game, we have animated portraits on select screen.
This is made by using a trick - the animations are in fact the cell animation from the screenpack, which has the size of the whole screen and has no space betweem each frame.
Its kinda annoying to do - you have to make an image with all characters - but the result is pretty cool.
Re: WHY DON'T ANIMATED PORTRAITS WORK LIKE THAT?
#8  March 22, 2019, 04:58:05 pm
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Today I tried this with mugen 1.0 lifebar and apparently it works, at least for single mode.