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Character Intro & Adding to Stage Question (SOLVED) (Read 1190 times)

Started by Sapphire Lament, October 19, 2010, 11:19:16 am
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Character Intro & Adding to Stage Question (SOLVED)
#1  October 19, 2010, 11:19:16 am
  • *
I have just finished my second attempt at a decent arcade roster with God Rugal (cvsg_rugal) as my final boss. His two sub bosses are first Rugal (normal), then Akuma. The reason I chose this is because God Rugal has a intro that shows him absorbing Akumas power, then throwing him off to the side. I thought it would be perfect for the player to beat Rugal up, then fight Akuma and beat him, and then a pissed off Rugal comes on over and uses Akumas power to become a God and have a rematch with you. I dunno, I like it.

So my issue is, I have been trying to search everywhere in the forum for how to delete/change intros. I want God Rugal to always do the Akuma Throwing Intro every time. But that .CNS file is soo overwhelming. If any of you guys can help me out it would be much appreciated.
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Last Edit: November 01, 2010, 09:27:03 am by Sapphire Lament
Re: Character Intro Question
#2  October 20, 2010, 06:44:55 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Most likely god rugal has state 190 or 191 that manage the randomisation of his intros. Can you please post either of those 2 states (or both if he has both)


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Character Intro Question
#3  October 20, 2010, 06:58:32 am
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Sure thing. Forgive me if I gave you the wrong ones. I assumed the ones with "Intro" within them were the ones you were looking for. Here ya go...

--------------------------
[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
--------------------------
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
--------------------------
[State 5900, 3] ;Intro
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
--------------------------
[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190
--------------------------
[State -3, Turns Mode Intro]
type = ChangeState
trigger1 = roundsexisted <= 0
trigger1 = roundstate = 0
trigger1 = time = 0
value = 190
--------------------------


Hope this helps. Thanks!

[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#4  October 20, 2010, 07:19:08 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Whole state please. Not just the bits that say intro. So find

[statedef 190]
and copy paste everything below that until the next line that reads statedef

Do the same for 191.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Character Intro Question
#5  October 20, 2010, 11:04:30 am
  • *
Oh ok my bad. Here...

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

[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State -2, 3]
type = ChangeState
trigger1 = Time = 0
value = ifelse(random<125||(IsHomeTeam && Roundstate = 0 && Pos X > 0),192,191)

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

[Statedef 191]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 190

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 190, 0

[State 190, Voice]
type = PlaySnd
trigger1 = AnimElem = 10
value = 190, 3

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

Hope I got it right this time. Thanks!
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#6  October 21, 2010, 06:56:53 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
That was mostly to tell me what the randomisation was. Which it has. He has 2 intros

[State -2, 3]
type = ChangeState
trigger1 = Time = 0
value = ifelse(random<125||(IsHomeTeam && Roundstate = 0 && Pos X > 0),192,191)

That's the randomiser. What you need to do now is re-write that line to just read value = 191, see if it's the intro you want, if not, make it value = 192 and you'll be sorted.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Character Intro Question
#7  October 21, 2010, 07:52:16 am
  • *
Got it. It was 192. Awesome! Thanks a lot bro!

Off Topic:

This isnt too important, but its a nice subtle effect if I can pull it off. The stage im having the player fight God Rugal is "ggxx_heaven" and opening it in Fighter Factory shows me that its a multi-teared stage unlike the single image ones. It has the plane which the fighters fight, some stairs in the back, then even mores stairs leading to a broken door, some floating crystals, and a heavenly maelstrom in the back. So when you play on this level the perspective changes as you move right to left. I just want to edit the fighting plane. I was going to insert a broken and bleeding akuma in the stage. That way when the round starts with God Rugal throwing him to the right, if you fight over there some, you will see his body instead of assuming God Rugal threw him 1000ft away from the stage.

I know how to do single image stages kinda easily, but this one is my first tiered stage. How would I go about just changing that fighting plane image with my edited one w/o messing with the others color palettes? Everytime I click "Change" and put in my .pcx file, the other images palettes screw up and look like glitches.

Forgive me if im using this post for another question. I could make another post if thats what you prefer. Thanks!
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#8  October 21, 2010, 08:04:41 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Probably the easiest thing to do is split your akuma image off and add him as a new bit to the stage. So, placed below the fight plane in terms of the text used to add him. Use the pos stuff to position him similar to the alignment of the bit you fight on and then move him till it's right. Copy pasting the fight plane's settings then changing the image/group numbers should get you there.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Character Intro Question
#9  October 21, 2010, 09:01:03 am
  • *
Ok I made a separate akuma image like you said and added him to the stage. Then I get this error message:

Fighter Factory - Untitled (SFF)
"This image can be visualized incorrectly, because does not exist none palette applied to the SFF. To correct,adjust the group, palette of the image or open one act palette in the panel of palettes." Click "OK"

So after that error I position him and every time I try the image may sometimes disappear or the other images colors go crazy. I remember doing this a few years ago and I dont ever remember having an issue. If only I could turn back time and remember the details, lol. So ya bro, I got no idea what to do. :(
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#10  October 21, 2010, 09:46:47 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
You loaded the sff file by itself? Add the image as unshared and tbh, nothing should break there. If it's still giving you shit, go to randomselect and download MCM. that won't interfere.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Character Intro Question
#11  October 21, 2010, 12:08:25 pm
  • *
Ya I cant get it to work. Even downloaded the MCM program. When I add a new sprite or even change the sprite it gets distorted, stretched, and void of all original colors.

In Fighter Factory, I load the sff file and I see all the sprites the level has, and everything seems fine. Once I add the new Akuma sprite, I make him the Group 0 Image 0 so he is in front of the floor plane which is now changed to Group 0 Image 1, and etc. with the rest of the images down the line. If he hasnt disappeared or screwed up yet, I save and view it in stage viewer. It basically looks like all the images in are off by a bit, and images bleed as I move, and it flashes black and white constantly.

MCM, I load the sff file and I also still see all the sprites. Once I add akuma to this one though akuma is instantly distorted, stretched, and void of original colors. Once I save, its the same result as above.

Is there something in the def file I need to change besides the new name obviously. I call these "test" until I get them right and go into the def and change...

[BGdef]
spr = stages/ggx_heaven.sff

to

[BGdef]
spr = stages/test.sff

Very lost.
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#12  October 21, 2010, 12:36:08 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
You still need to make akuma 256 colours. You can hit optimise on the image in FF and that should give you a functioning 256 colour image.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Character Intro Question
#13  October 21, 2010, 12:45:33 pm
  • *
Went to Palette and loaded up the Akuma image, Optimized it and saved it. Went to add it, and got the same error and problems.
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#14  October 23, 2010, 04:28:37 am
  • *
Do you think its screwing up because maybe he needs to be added to the .def somewhere? I did change the 'Group X Image X" on some parts of the stage so Akuma would be infront of the fighting plane. But I wonder if doing that would cause him to be over the players as they walk by. Hrmmm.

Code:
[Info]
name = "test"

[Camera]
startx = 0                     ;ƒJƒƒ‰ŠJŽnˆÊ’u
starty = 0
boundleft = -223
boundright = 223
boundhigh = -207
boundlow = 0
verticalfollow = 0.7
tension = 50

[PlayerInfo]
p1startx = -70
p1starty = 0
p1startz = 0
p1facing = 1

p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1

leftbound  = -1000
rightbound =  1000
topbound  =  0
botbound  =  0

[Scaling]
topz     = 0
botz     = 50
topscale = 1
botscale = 1.2

[Bound]
screenleft = 15
screenright = 15

[StageInfo]
zoffset = 222@@@  @@@@;’n–Ê
autoturn = 2                 ;‰e‚Ì’·‚³
resetBG = 0

[Shadow]                     ;‰e
color = 100,100,100
yscale = .27;.27
reflect = 0

[Music]
bgmusic = sound\19-solemn voice Stage ~Cathedral Gallery~.mp3
bgvolume = 255

[BGdef]
spr = stages/test.sff

;////////////////ƒAƒjƒ§Œä////////////////////

[BG ‰_]
type = normal
spriteno =0, 10
layerno = 0
start = -246,-128
delta = 0, 0.42
trans = none
mask = 1

[BG …»1]
type = normal
spriteno =0, 5
layerno = 0
start = 241,-272
delta = 1, 1
trans = none
mask = 1

;[BG …»1]
type            = anim
layerno         = 0
actionno        = 1
start           = 241,-272
delta           = 1,1
trans           = None
mask            = 1


[BG …»2]
type = normal
spriteno = 0,6
layerno = 0
start = -176,-257
delta = 1, 1
trans = none
mask = 1

[BG …»3]
type = normal
spriteno = 0,7
layerno = 0
start = 187,-276
delta = 1, 1
trans = none
mask = 1

[BG …»4]
type = normal
spriteno = 0,8
layerno = 0
start = 64,-76
delta = 1, 1
trans = none
mask = 1

[BG …»5]
type = normal
spriteno = 0,9
layerno = 0
start = -62,-97
delta = 1, 1
trans = none
mask = 1

[BG ӈ]
type = normal
spriteno =0, 4
layerno = 0
start = -31,-50
delta = 0.70, 0.97
trans = none
mask = 1

[BG °4]
type = normal
spriteno =0, 3
layerno = 0
start = -71,61
delta = 0.74, 0.97
trans = none
mask = 1

[BG °3]
type = normal
spriteno =0, 2
layerno = 0
start = -121,36
delta = 0.80, 0.97
trans = none
mask = 1

[BG °2]
type = normal
spriteno =0, 1
layerno = 0
start = -216,43
delta = 0.89, 0.97
trans = none
mask = 1


[BG °1]
type = normal
spriteno = 0, 0
layerno = 0
start = -384,-142
delta = 1, 1
trans = none
mask = 1

[BG ‰J1]
type  = normal
spriteno = 0,11,,A1
start = -246,-128
delta = 1, 1
mask = 1
tile = 1,1
velocity = .05,-70
sin.x = 0, 120
trans = add
tilespacing    = 200,100
layerno        = 0


[BG ‰J2]
type  = normal
spriteno = 0,11,,A1
start = -246,-128
delta = 1, 1
mask = 1
tile = 1,1
velocity = .05,-120
sin.x = 0, 240
trans = add
tilespacing    = 200,100
layerno        = 1

;////////////////ƒAƒjƒƒAƒNƒVƒ‡ƒ“////////////////////
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#15  October 23, 2010, 04:44:21 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
If he's not added to the .def he simply won't show.

You're not adding him as 0,0 are you? That will 100% break things for winmugen. That sprite defines the character palette and causes winmugen to throw a hissy fit unless you do it right.

Put him in as something else.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Character Intro Question
#16  October 23, 2010, 03:03:45 pm
  • *
OK I changed him to Group 0 Image 1. Went to check the level and it still flashes and looks glitchy but from what little I see, the images are almost at the spots they should be. But no Akuma still.

How do I go about adding him to the .def so he will show?
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#17  October 23, 2010, 10:22:12 pm
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Are you trying to add him to the stage itself?

Open the stages def file. Go down to the bottom and add this. You may need to move it around as far as where it is in the def otherwise it might screw up the stage.

[BG Akuma]
type  = normal ;he's a decoration, you can animate him also
spriteno = 0, 1 ;Group 0, sprite 1. Change that to whatever your Akuma sprite is
start = 0, 201; This is where he starts on the map. You'll probably have to adjust this
delta = .9, 1 ;For layer purposes
mask = 1 ;uses its own pallet(I think? again, it has been a while)
velocity = 0, 0 ;so he doesnt move
tile = 1, 0 ;forgot what this did, havent made a stage in a while
tilespacing = 0, 0 ;you might need to make this like 500,0. In case it randomly throws a bunch of Akuma's in a row.

If the pallet didnt work(Im guessing you used Waru's), Add the sprite to group 400 or something the stage doesnt use. Make sure you dont share the pallet(his colors will screw up)

You could also do it through the character itself as a helper, but it may take some adjusting to get him in that one spot though. 

Hope that helps(check Cybaster's stage tutorial cause it explains things much better than I did)

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Character Intro Question
#18  October 25, 2010, 12:18:07 pm
  • *
Ok wow this helped a lot. The stage looks fine in Stage Viewer. It is exactly what I wanted it to look like. But when I play the game, Akuma isnt there!? Odd. I checked my select.def to make sure that my boss (God Rugal) had the right stage next to him. And he does. I get so close only to get another problem lol. Thanks for you guys sticking with me this long. Hopefully this is the last issue.

Any ideas how to make him appear in game?

EDIT: Here is the code you gave me, with the tweaks I made to make him show up. At least in Stage Viewer, that is.

[BG Akuma]
type  = normal
spriteno = 400, 0
start = -550, 160
delta = .9, 1
mask = 1
velocity = 0, 0
tile = 1, 0
tilespacing = 600, 0

Hope this helps. :)
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Last Edit: October 26, 2010, 07:31:23 am by Sapphire Lament
Re: Character Intro Question
#19  October 27, 2010, 09:46:52 am
  • *
I tried redoing it a few times, but still the same result.

Stage Viewer will show the stage perfectly with Akuma laying dead on the floor.

But in game, when I play the level, Akuma is no where to be seen.

Im lost.
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#20  October 30, 2010, 05:21:08 am
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Um... so when you move to the right/left Akuma isnt there? He might be moving as you move, change his delta(numbers range from .1 to 1. 1 is the floor(for me anyway) with the background(sky type things) as like a .7 or .8. The smaller that number the deeper it is in the stage.

If that doesnt work, increase the spacing a little more

If that doesnt work, move Akuma's code around. The order the code appears in does effect the stage

hope that helps

Edit: You can also try setting Akuma's vel to like... -5 if it is on the right and 5 if it is on the left. If you see him move when you dont, then it is an order/delta issue(I think?)

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Last Edit: October 30, 2010, 05:27:53 am by Lost_Avenger
Re: Character Intro Question
#21  October 31, 2010, 11:18:59 pm
  • *
I was messing around with what you said, and I ended up making mugen not recognize it as a stage anymore. Even in stage viewer. So I started from scratch again.

This time I decided to just copy the image of the fighting plane and bring it into paint shop and just add the bloody akuma to the image itself. I saved it as a pcx file and replaced this new fighting plane with the old one in the stage. Once again "Stage Viewer" loves what I did and comes out perfectly. But when im in game this time, the fighting plane isnt seen at all. I see everything else the stage has except the fighting plane. So this explains why I didnt see akuma last time. I added akuma myself, and stage viewer liked it, but I never saw him in game. Same here.

Then I remembered I had to optimize the image or something. So I have no idea how I did it last time. So I went to "Palettes Edit" and opened my pcx file and Optimized it. When I added it in this time, the image, with all the correct colors, was distorted slightly to the left a right. When I tested it in the game I actually saw the image this time in all its distorted glory but the pink is still seen. Pink is normally translucent  in all the other images, but in this images case, it is not. Very lost still. I feel sooo close.
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#22  October 31, 2010, 11:48:59 pm
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Akuma's pallet is wrong then. Or you have mask = 0. Make sure you pallet the Akuma sprite before adding it to the sff.

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Character Intro Question
#23  November 01, 2010, 12:21:22 am
  • *
Watched a tutorial and I did everything they asked.

How can I define the 'pink' as translucent. It seems to have changed the other images pinks as well. None are translucent anymore.
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#24  November 01, 2010, 12:23:55 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
In fighter factory if you look at the palette the pink should be in the bottom right corner. If it isn't your transparency has been broken. Nothing you did should have caused this really.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Character Intro Question
#25  November 01, 2010, 05:28:37 am
  • *
Ya this is weird. Your right, it isnt in the corner. Is there a way I can get it over there? I see a "Exchange Position" button, but I cant do anything. Hrmmm.

Basically all I did was copy the old "fighting plane" image, and bring it into paint. Made a bleeding Akuma and placed him in the image. Then i saved my "new fighting plane" as a 24bit bitmap image. Then in fighter factory I opened "Palette Edit" and opened the bitmap. I clicked optimize and saved it as a PCX. According to the tutorial my image is ready. Then I open the stage in fighter factory and go to the "fighting plane" image and click "Change PCX" and swap it for my "new fighting plane". This is where my first problem came up. Now all the images except the new fighting plane are all inverted in color-like. So I restarted and before I changed the pcx I unchecked "shared palette on all the images. Now when I change the image all the others are fine. I save and look at my new stage in 'Stage Viewer' and for the first time in this thread, it looks like it does in game. In the game, the translucent pink is still visible.

I went to check the stage before I altered it just now and noticed that it too doesnt have pink in the bottom right corner. There is only one pink in the whole palette and figured id humor myself and use the "pick color" option and select the pink in the image itself. But instead of highlighting pink on the palette when I clicked pink on the image, it selects some really dark purple on the bottom right corner. Confused the hell out of me. Very lost.

If it helps, the stage is 'GGXX HEAVEN'. The one in the sky with floating crystals, a broken door in the back, and broken pieces of building everywhere. The stage has 12 sprites in fighter factory, the first being the fighting plane.
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#26  November 01, 2010, 06:34:20 am
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You have to open Akuma's image in an image editor(paintshop pro/photoshop/gimp) and give him the proper pallet. Cyanide's narutorial shows what you need to do for palleting. It wont show up right if it isnt palleted right.

I dont know what you mean by optimized. I optimized my sff on accident in ff and had to redo my Ken's effects. Im not sure what it does(Im guessing it gave every sprite the same pallet or something)

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Character Intro Question
#27  November 01, 2010, 06:43:27 am
  • *
In the video I watched the guy mentioned that when you optimize the image, it makes the palette for the image so it works right in FF. One of those tutorials by mugenlord. I'll look into Cyanides tutorial now. Ill let you know how it turns out.
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#28  November 01, 2010, 06:54:46 am
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  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
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Optimise is a bad plan really. Some people get it working. I've broken the sff every time i've hit that button. It also sounds like that sff file has shared palette turned on.

Try it this way. First revert the sff (pull it out of the zip again if you need to) so the stage is all functioning and OK.

Take your akuma picture. Make the BG colour pure black. That's RGB = 0,0,0. Make sure he has no pure black in him either. Save him like that. Add him to the END of the sff file making sure shared palette is unchecked and you're not using a group/image that's already in use and you're not using 0,0 either.

Once you've done that, copy paste the definition in the .def file for the floor and replace the sprno with akuma. See how that goes. By using pure black, we should remove any requirements for actually making a special palette for him. Although you learning to use Gimp or something like that would really be beneficial here.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Character Intro Question
#29  November 01, 2010, 07:02:12 am
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I have Paint Shop Pro. I was reading your reply as I was editing the picture to 256 colors, and selecting the pink as a transparency for the palette. I was about to save it as a pcx and try. But I can attempt this method first if you like. I think I understand most of it.
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#30  November 01, 2010, 07:29:41 am
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Ok I tried that and the "new fighting plane" image itself works fine. Black is transparent and good. But now all the other images BGs (pink) are no longer transparent.
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Re: Character Intro Question
#31  November 01, 2010, 08:09:10 am
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  • Busy, busy, busy
    • www.trinitymugen.net/forum/index.php
The original stages sff should have been fine... Leave the original sprites alone and just add the Akuma sprite lol. You're trying to overcomplicate this. If the stage worked before you modded it, then the sprites for that stage are fine.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Character Intro Question
#32  November 01, 2010, 08:17:37 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Added with shared palette on if they're all broken. Add it at the end, shared palette off.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Character Intro Question
#33  November 01, 2010, 09:26:06 am
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WOOT! I got it. I did the black BG thing and it worked. Even though when I click "Activate Transparency" on Akuma, the black doesnt vanish, it does in the game oddly enough. So, long story short. It worked. Thanks for bearing with me on this. It was getting just as frustrating on this end too. I'll have to change the title a bit since it is two solved issues. Thanks again!

(NOTE: I just changed the topic title to SOLVED since I see no "solve/unsolve" option anywhere. And as far as my message icons, there are no "red x's" or "green checks" available to choose from. Not sure if you guys knew that already. Hope what I did is acceptable.)
[img resized=1 width= height=]http://www.geocities.com/darkheartdynasty/kenava3.bmp[/img]
Last Edit: November 01, 2010, 10:19:07 am by Sapphire Lament
Re: Character Intro & Adding to Stage Question (SOLVED)
#34  November 01, 2010, 08:29:48 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
That's fine. Still waiting on Val to add the mod back.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.