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Optional Animation Standards (Read 255061 times)

Started by Jmorphman, February 16, 2012, 03:40:11 am
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Re: Optional Animation Standards
#81  May 04, 2014, 08:49:32 pm
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Checking the thread is usually helpful.
So it really was KoopaKoot, who did that Blue Mary...when did he release her?
Also, I had no idea, how I could have skipped that post... -_-

EDIT: Okay, I checked if anim numbers 5310&5311 are taken. Thankfully, they're not.
So I would like to use that as alternate anim numbers for the Touhou Spin Hit State, until the dilemma with anim number 5975 is solved somehow...
Are you okay with that, Jmorphman?
Last Edit: May 08, 2014, 03:17:37 pm by 【WTF】Trinitronity
Re: Optional Animation Standards
#82  May 17, 2014, 10:53:51 pm
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Hey I didn't see any MY TOE! implementation on that first page

Shredder Custom State Compatibility Info


                                                                                                               

 

MY TOES! Custom Character Animation (anim 5886)
Custom Animation


  ---------------------------------------


This is the hopping on one foot animation from the classic TMNT videogames. The animation consists of three frames with the character clutching their hurt foot, the sprites are aligned so that the third is higher than the previous two to simulate hopping. Animation timing is 5 ticks, 5 ticks, 10 ticks respectively. There's no CLSN needed on this animation.

This custom animation is used when hit by Super Shredder's Flame attack.  If your character lacks anim 5886 they will be transferred to the custom burned hit state and Shredder will use their custom burned animation (anim 7697 or anim 9015)  if it is available. If the character lacks anim 7697 and anim 9015, another animation made with universal gethit frames will be used instead.

                                                                                                               
Re: Optional Animation Standards
#83  March 25, 2015, 09:46:06 am
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So I was editing some of my characters to add a few more compatable animations and thought, Why dont I add in all their traits using the 8055*** states?
But the list wasn't very easy to transfer over into the air file... 

This is all of the traits so you can copy and paste them into the air easy.
Spoiler, click to toggle visibilty
@Jmorphman: Feel free to update your first thread with this so more people can use it.


----
I do have to say it kinda sucks Yoga isnt listed as a fighting style. Dhalsim would disagree.
 
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Last Edit: March 25, 2015, 09:56:27 am by Odb718
Re: Optional Animation Standards
#84  March 25, 2015, 12:35:22 pm
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Well there's 14 more slots available before you hit blood types, so maybe you can set the number ;)
Re: Optional Animation Standards
#85  March 25, 2015, 01:15:57 pm
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heh, I was thinking Saiyan should be a race too.
I'm not sure who or what would actually use this info, so I dont think it's a big deal.

But I'd probably go with 178 since it's close to 718...
Right now I'm using the self-taught as a stand in
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Re: Optional Animation Standards
#86  March 26, 2015, 01:41:25 am
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Re: Optional Animation Standards
#87  March 26, 2015, 01:54:18 am
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Do Venom and Johnny by Muteki use sprites from their own AIR or the opponent's for their IKs?  I know some versions of DIO include the opponent's portraits in their own SFF for his blood drain super.
Re: Optional Animation Standards
#88  March 26, 2015, 02:04:31 am
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Do Venom and Johnny by Muteki use sprites from their own AIR or the opponent's for their IKs?  I know some versions of DIO include the opponent's portraits in their own SFF for his blood drain super.

I don't know about Venom, but I know Johnny's doesn't. Yu-Toharu's Ange and Hatsune Miku are good sources to look at for optional animations (I know both have Johnny's Joker animation in them, and I'm sure they have various other stuff in them too). So if you're ever looking for characters with animations and not sure about it, check his characters (on each page at the very bottom marks which of his characters has the animations if they do).
Re: Optional Animation Standards
#89  April 10, 2015, 10:48:25 pm
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Anim: 9545
Name: Cat Ride
Origin: Vampire Savior
Description: Special animation that plays whenever the opponent is hit by Cat Ride. It's typically a cute, single frame animation like so:


How to implement:

1. Add animation 9545
2. Insert this in state -2. It safely uses sysvar(0), so you don't (and shouldn't) sacrifice a variable for it.

Code:
[State -2, Cat Ride Pos]
type = VarSet
trigger1 = Enemy, Name = "Felicia_LG"
trigger1 = StateNo != 132 && StateNo != 155 ; Air guard
trigger1 = StateNo != [5000,5999]           ; Gethits
sysvar(0) = ([insert pos x here] & 65535) | ([insert pos y here] * 65536)

This is the spot Felicia will bind to. Your pos x and pos y can be anywhere in the range from [-32768,32767] and is relative to your character's axis. Think of it the same way as if you were spawning an explod with postype = p1. :)

Because she'll always check for a spot to bind to, if you're clever, you can even have your character do something like this!
http://www.trinitymugen.net/~Creator/Jesuszilla/catride_demo.webm

Spoiler: How it works + Code for above demo (advanced) (click to see content)
Last Edit: April 11, 2015, 08:08:33 am by Jesuszilla
Re: Optional Animation Standards
#90  April 11, 2015, 01:10:31 am
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Oh man, you actually got that to work? Should let Yu-Toharu know so that he adds that to his site heh (don't think he even has it listed).
Re: Optional Animation Standards
#91  April 11, 2015, 03:16:50 am
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The best way it works is if the character has Vans's buffering system. Otherwise I have to tediously add a ton of cases, mostly just because of differing KOF standards, and it's annoying. Not difficult, but extremely annoying. It defaults to setting them back to idle if none of the cases fall through.
Re: Optional Animation Standards
#92  April 11, 2015, 03:34:21 am
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Quick question: Seeing as there's an existing anim standard for the head ride, wouldn't it be easier to just use that anim so that characters that use the old status will be compatible from the getgo? I mean, as far as I can tell, the .air entries themselves seem to be identical, and it seems a bit wasteful to have two anims that are the exact same thing.
Re: Optional Animation Standards
#93  April 11, 2015, 04:19:27 am
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Had no idea that even existed! Though 9545 sounds familiar, are we sure nothing else overlaps with that? Either way, updated the post. Don't want any duplicates, so thanks for the notification.
Re: Optional Animation Standards
#94  April 18, 2015, 11:24:12 am
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Has anyone ever made a compilation of the standard 9000s?
Like 9000,0 should be 25x
9000,1 120x140,
then there's 9000,5
9000,55
for custom screen packs.
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Re: Optional Animation Standards
#95  April 19, 2015, 03:13:11 am
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That would be a handy bit of information to know, as well.


I know 9000,11 is KOFXI, Vans's lifebars.
Re: Optional Animation Standards
#96  May 10, 2015, 07:48:57 am
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Back yet again..
I'm putting together my Roberto and I have his RS:PJ sprites I've ripped. I have a lie-down to Z axis roll get up animation. Was wondering if there was a standard for that. I check http://elecbyte.com/wiki/index.php/AIR and see "5121 opt Get up from LieDown" & "5122 opt Get up from LieDown". I was just wondering what the heck they're supposed to look like.
The image in http://elecbyte.com/wiki/index.php/Sprite_Standard doesnt show what I need.

Should the Z Axis roll to get up even go in the 5000/6000 neighborhood? 
Is there another KFM/Any character sprite sheet showing those optional animations?
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Re: Optional Animation Standards
#97  May 10, 2015, 11:30:37 am
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the 5XX1 anims are used for gethits where the hitdef has an animtype of Up, and usually show the character hitting the ground face-down and lying on their front. Everyone in KOF has sprites for lying face-down and moves like Kyo's R.E.D Kick or Ryo's QCF+D cause this animation. A lot of MUGEN conversions give dp moves this animtype as well.

5XX2 are for Diagup animtypes, and often go into a spinning fall animation like in SF3 or the spinning gethit from KOF, e.g. EX hurricane kick or Kyo's 125 shiki. It's usually just a special 5050 animation that uses the same gethits as the other two fall types otherwise.
Last Edit: May 10, 2015, 11:53:14 am by Sgt. Pelipper's Lonely Hearts Club Band
Re: Optional Animation Standards
#98  May 10, 2015, 08:07:47 pm
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What no "Frozen" animation standard?
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Re: Optional Animation Standards
#99  May 11, 2015, 10:38:57 am
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No, because whenever it happens in a commercial game it's either done with PalFX or with a generic sprite block of ice or something, both of which can be done entirely on the attacking character's side in MUGEN.
Re: Optional Animation Standards
#100  May 11, 2015, 11:07:37 am
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