YesNoOk
avatar

Optional Animation Standards (Read 250804 times)

Started by Jmorphman, February 16, 2012, 03:40:11 am
Share this topic:
Re: Optional Animation Standards
#121  December 05, 2017, 03:36:53 am
  • ****
  • T.G. "Thunder God" Xenomic
    • USA
    • Skype - shinxenomic@hotmail.com
    • http://network.mugenguild.com/xenomic/

  • Online
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
Loopstart
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
  • ******
  • Sluggo is lit
    • USA
    • network.mugenguild.com/jmorphman
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
  • ******
    • www.justnopoint.com/
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
  • ****
  • T.G. "Thunder God" Xenomic
    • USA
    • Skype - shinxenomic@hotmail.com
    • http://network.mugenguild.com/xenomic/

  • Online
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
  • avatar
  • *
    • USA
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.
-https://www.4shared.com/rar/WxjhSyl1/Adaptar_Fatalities.html
Re: Optional Animation Standards
#126  February 10, 2019, 03:49:54 pm
  • ******
  • Another ClayFighter turned MUGEN Creator
  • Call me daddy!!
    • Chile
    • network.mugenguild.com/basara/

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

TiE

Re: Optional Animation Standards
#127  February 12, 2019, 02:11:37 pm
  • **
  • used the search button
    • Germany
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...
[BGdef]
 ;Filename of sprite data
spr = stages/ ***.sff
Last Edit: February 12, 2019, 02:29:12 pm by TiE
Re: Optional Animation Standards
#128  March 01, 2019, 02:35:54 pm
  • ******
  • Another ClayFighter turned MUGEN Creator
  • Call me daddy!!
    • Chile
    • network.mugenguild.com/basara/
^Yes, you can add to your character the anims in your AIR and/or SFF to make the custom state works.

Also, I want to add a special anim I made for some of my recent chars and that was already explained in my release thread:


5305 -> Pre-Claytality pose
A state based on what I did with Earthworm Jim and later with Blue Suede Goo, it's a simple anim you can add in your character to make him/her compatible with the pre-Claytality state (for normal chars, it goes to 5300/dizzy state BTW). Only 2 sprites getting down with time 5-6 and the last one on its knees with time -1, all of them with clsn2. If it's a KOF/CVS char, you can use part of the cheap KO sprites to make the anim, but always you can improvise as I did with BSG.
PS: It was originally the 5301 but it clashed with the dizzy sparks anim, so I changed to 5305 instead. But there're some exceptions like Kong's Pocket Fighter chars that have the dizzy sparks on 5305. If there're more chars to use 5305 as dizzy sparks, maybe change it to 5310.

Also, @Jmorphman: or @Just No Point: , there're some stuff I want you to add/discuss here (or anyone who can know about it too, you are welcome):
-My state 5305 is enough qualified to be added here to this list so more people can use it??
-Is there something between states 7681 (breeze (?)) and 7688 (being a ball) to be used?? Or are they free to use for other states??
-A correction: Vertical Spinning states (5250 and 5251) are used by Thomas Hsieh's Jin Saotome, also stated in Yu-Toharu's page as "Saotome Cyclone" states
-If I can explain better some states that aren't in the thread list or are already in the Incomplete section, can you add them to the main list??
Re: Optional Animation Standards
#129  March 02, 2019, 05:24:21 am
  • ******
  • Sluggo is lit
    • USA
    • network.mugenguild.com/jmorphman
-My state 5305 is enough qualified to be added here to this list so more people can use it??
Yep, lemme add it!

-Is there something between states 7681 (breeze (?)) and 7688 (being a ball) to be used?? Or are they free to use for other states??
I don't believe so; nothing listed between them here, for instance.

-A correction: Vertical Spinning states (5250 and 5251) are used by Thomas Hsieh's Jin Saotome, also stated in Yu-Toharu's page as "Saotome Cyclone" states
Ah, cool. I'll note that.

-If I can explain better some states that aren't in the thread list or are already in the Incomplete section, can you add them to the main list??
Yes, absolutely! :D
Re: Optional Animation Standards
#130  March 03, 2019, 11:47:36 am
  • *****
  • Shame on you!
    • USA
If there're more chars to use 5305 as dizzy sparks, maybe change it to 5310.

If 5310 isn't taken, I'd suggest using that number. It sets itself apart to be unique but still close enough to know it's sort of related. and it gives 10 alts to the dizzy animation. 05 is too close, imho.
vVv Wheat Stage Released vVv