IIRC CFJ's midnight bliss is simply a transformed sprite whereas Savior has 3-4 sprites for each character over the animation.I know, I was just hoping there was an animation standard that let you plug in that sprite for a CFJ style Midnight Bliss.
IIRC CFJ's midnight bliss is simply a transformed sprite whereas Savior has 3-4 sprites for each character over the animation.
The "horizontal" spinning has them spinning flat. Assume they're lying on their back and spinning in a circle like that. AFAIK the animation is really only using in darkstalkers.
7698 - Scream
Reserved for TDS' SFvsDS game.
7699 - Paralyzed
Reserved for TDS' SFvsDS game.
Why didn't you post in this topic? (http://mugenguild.com/forumx/index.php?topic=138791.0) >8[
also some of the numbers are wrong :P
Are they wrong? That's what was written in The character's readme. I just followed what Thomas Hsieh put down. It worked fine in-gameOh, whoops, I was wrong.
Alessi childification move.
8055000-8055999: Character trait identifiers By Messatsu.This one interests me a lot, but I still don't get it about anims. I mean, this standards are supposed to be used for intros, aren't they?? And the anim should be blank, or addin a piece of code and some stuff like that?? Someone explain me this detailed, please :)
This is a simple, painless method that can be added into any character to make interactions function better. For instance, CvS Vega's intro vs. beautiful women, or ugly people; then there's blood color or hit sounds (should a robot bleed? do androids dream of electric sheep?). Simply add these as air entries into your character (sprite reference or animation info is totally unimportant, just as long as the animation entry is present and valid).
(Not finished just yet...will be all up in a bit) or not?
Alessi childification move.
Unfortunately, until someone else that isn't H" releases an Alessi (or patches his) it can't be a standard. The coding only only triggers for certain name AND authorname parameters (ie: warusaki3's Black Polnareff and bad darkness' Kahn)
- 5130,5131 - Collapse
5130 (falling to knees)
5131 (on knees and falling to ground)
Also called Cheese Kill (Blocking an attack and dying from the chip damage), but certain mugen characters also trigger this animation (Notable examples include BBH's Baby Bonnie Hood and Orochi Herman's Shadow DIO). There is no fixed time on either animation, nor a sprite requirement, other than previously stated.
Examples: Guard an attack in SvC Chaos, CvS, KoF, or a few other game series, and die from chipping damage. This is also called a 'Cheap Finish' in some games.
Special Notes:
1) SvC Chaos characters have the fighter fall forwards, instead of backwards...but rise from the ground facting upwards. With this in mind, it'd be best to use 5950 for the Cheese Kill anim (See index number 5950) for the character. Even if you do this, anims 5130 and 5131 can still be used as special hits, granted you can supply the appropriate sprites. (CvS Pro on the PS1 may be a good source for these). Disregard this if you've added in the respective anims to take the different lie down position into account.
2) The following info on the state structure for these is provided by Orochi Herman, who primarily set up this standard:Code:Here is the state below. 5130 AND 5131.
; Collapse
[Statedef 5130]
type = U
movetype = H
physics = S
anim = 5130 + (2 * (selfanimexist(5132) && statetype = C))
ctrl = 0
[State haha]
type = DefenceMulSet
trigger1 = 1
value = 1
ignorehitpause = 1
; Insert bits of coding here, including hurt sound, or whatever
[State haha]
type = ChangeState
trigger1 = anim = 5130 || anim = 5132
trigger1 = animtime = 0
value = 5131
; Collapse (lying Down)
[Statedef 5131]
type = L
movetype = H
physics = C
anim = anim + 1
ctrl = 0
[State haha]
type = PosAdd
trigger1 = AnimElem = 1
x = 30 ; measure this from the original animation.
;If your character does not have a posadd in their collapse anim, you may remove this controller.
[State haha]
type = ChangeAnim
;trigger1 = !animexist(5130)
;trigger1 = !animexist(5131)
trigger1 = anim = 5131 || anim = 5133
trigger1 = AnimTime = 0
value = IfElse(SelfAnimExist(5111), 5111, 5110)
[State haha]
type = ChangeState
trigger1 = Anim = [5110,5111]
value = 5110 + IfElse(Alive, 0, 40) ;;HIT_BOUNCE- 5132,5133 - Collapse while crouching
5132 (falling to knees)
5133 (on knees and falling to ground)
Same as 5130-5131, only for crouching.- 5180,5181 - Stagger
5180 (staggering)
5181 (recovering)
Used in many games such as GGXX, Inyuasha, Mortal Kombat, and others. The character staggers back, then recovers.
5180 has no fixed time; in fact, it's recommended that it loops. 5181, however, should ideally last for 3 frames. For both anims, all frames require collision boxes.- 5250,5251 - Vertical spinning
5250 (going upwards)
5251 (going downwards)
When hit by certain attacks, the character flies through the air, spinning. Several mugen creations use these as special hits. If fact, 5251 can use the same sprites and amin timing as 5250, just with all the sprites flipped vertically. Very common.
Standard setup:
Requires collision boxes.
(Timing is 2 ticks per frame)
5250
0: Facing left (opposite dirrection you'll commonly see the character face)
1: Facing midway between left and towards the screen
2: Facing midway between right and towards the screen (mirror of 1)
3: Facing right (mirror of 0)
4: Facing midway between right and away from the screen
5: Facing midway between left and away from the screen (mirror of 4)
Example: Saotome Cyclone from MvC
5251
Exactly the same and 5251, only V flag is applied to all- 5301 - 'Birdies'
When hit by some of Hsien-Ko's weapons and knocked out, a trio of little chibi like sprites of the character encircles himself/herself.
Example: Some of Hsien-Ko's (aka Lei-Lei's) hits cause this to appear.- 5330 - Super Slash Collapsing
Found in SS (apparently...going from Roque's Nakoruru here). Very much like 5130 and 5131 rolled into one continuous animation.- 5900 - Wire Damage
Simple, and straightforward. KoF related.- 5910,5911 - Guard Crush (Split)
5910 (Guard has been crushed)
5911 (recovering)
If a character blocks too many attacks in a short period of time, the will be guard crushed, during which they'll stop blocking and be stunned, and very open to attack. Actually used more for special hits, the last anim sprite of the guard crush itself (before the recovery phase) has a time of -1. These two are really used primarily in special hits.
Example: CvS, SvC, other games.- 5912 - Guard Crush
5910 and 5911 in one continuous animation...for all intents and purposes, this is more than likely the anim you'll use for the character's guard crushing, setting up 5910 and 5911 for special hits.
Example: CvS, SvC, other games.- 5915 - Guard Crush
Just an alternate for 5912- 5920 - Guard Crush - Crouching
Same purpose as 5912/5915, but specifically for when crouching. Also used after the character has been guard crushed in the air and lands.- 5930 - Guard Crush - Air
Same purpose as 5912/5915, but specifically for when in the air.- 5940 - Tech Hit
Tech hitting out of throws, basically. The character preforms a move to push away the opponent, and break out of a throw. No set length to time or sprite requirements.
Example: SF III- 5945 - Throw has been Teched out of
Opponent Tech Hits out of the character's throw attempt. Character is pushed back a little, and slightly open for attack from the opponent. No set length to time or sprite requirements.
Example: SF III?- 5950 - Collapse
Basically the same anim as the other collapse anim, only with 5130 and 5131 combined. Used by some japanese creators, and useful if the Cheese Kill/Collapse anim has the character falling forward when they usually fall backwards on dying, so as to avoid complications with most chars that use an in-fight collapse anim special hit.- 5960 - Red Arremer Transformation
After losing to Red Arremer, the character is transformed into a monster of sorts (usually). No set timing or sprite requirements.
Example: SvC Chaos secret boss- 5965 - Athena Transformation
After losing to (SvC) Athena, the character is transformed into an animal of sorts (usually). No set timing or sprite requirements.
Example: SvC Chaos secret boss- 7008 - Spinning Horizontally Upwards
The character is throwing horizontally into the air, spinning as they do so. The animation is set up as follows:
0: Facing straight flat-out to the right. (90 degree angle if you reffer to straight facing up as 0 degrees, and go clockwise)
1: Facing 135 degrees
2: Facing 315 degrees
The center should be about center for the sprite itself, so that it appears to spin fluidly.
The AIR entry is also as follows:
7008, 0, 0, 0, 2
Loopstart
7008, 1, 0, 0, 3
7008, 1, 0, 0, 3, H
7008, 0, 0, 0, 3, H
7008, 2, 0, 0, 3
7008, 2, 0, 0, 3, H
7008, 0, 0, 0, 3
Examples: Anakaris' Gate to Hell attack.- 7591 - Choked grabbed by the neck
Axis at the neck animation for character being grabbed by the neck or choked. Notably used by Queen Beryl's grab attack, but can have other purposes.- 7694 - Seppuku
The art of japanese ritualistic suicide with a sword, katana, or other weapon. Bishamon has an attack in NW and VS that will force the player to pull out a sword, then impale themselves with it. Found in BBH's Jedah and Baby Bonnie Hood. Overall time of anim cannot exceed 109 ticks.
Examples: Bishamon's Hane Ha attack.- 7695 - Massive Bee Stings
The aftermath of being swarmed and stung by bees or other such similar insects. Q-Bee has an attack that causes this effect. Found in BBH's Jedah and Baby Bonie Hood, as well Hsieh's Morrigan. Usually one frame.
Example: Q-Bee's +B attack- 7696 - Electrocution
Being struck by an electric attack, most commonly via Victor, Blanka, Donvoan, Dean, or Lord Raptor. The anim appears to be 2 sprites usually (see Notes). The first sprite is the character appearing as if hit with electricity (has a sparking aura around the character). The second sprite has the character's body in a sort of 'X-ray' appearance, with their skeleton (depending on character) showing, a la a cartoon. Order is standard, and timing is 2 ticks/frame
Example: *Very* common
Special Notes:
1) Sometimes 3 sprites: some games cause an alteration to the palettee for the electrocution color, and the third frame is the 'being shocked' sprite with the yellow portion of the anim reverting to the previous palettee for the finish...Vampire games are common with this little fact.
2) Street Fighter 3 also uses 3 sprites, but the second sprite is a negaitve of the 'x-rayish' sprite...also, there is no electricy aura.- 7697 - Burned
Being struck by an explosive or fiery attack. Character usually appears scorched, hair disheveled, and clothes trashed. Usually only one sprite. Felicia's Please Help Me attack also uses this hit.
Example: Vampire game series, Pocket Fighter also- 7780 - Bloated Up
Character bloats up like a balloon until they burst. Axis is placed on the characters head, and the total time for the anim is 138 ticks.
Example: Jedah's trademark grab, Sange = Pasaare- 9000-9007 - Gloomy Puppet Show
Each of these animations releates to a specific animation for the gloomy puppet show move:
-9000: WP
-9001: MP
-9002: HP
-9003: WK
-9004: MK
-9005: HK
-9006: Standing
-9007: Ending (no loop)- 9010 - Electrocution - Axis at Feet
Exactly the same as 7696, but with one major difference: the first sprite must be numbered 9010,0, and the second 9010,1...this is because they're commonly used with ChangeAnim2.:( Also, you should have a duplicate of 9010 in your SFF as 9010,10, for the ChangeAnim2 reason.;)- 9011 - Electrocution - Axis at Waist
Just like 9010, only the axis is at the waist for both sprites, and the numbers are 9011,0 and 9011,1, and the doubled sprite being 9011,10.;)- 9012 - Electrocution - Axis at Head
Just like 9010, only the axis is at the head for both sprites, and the numbers are 9012,0 and 9012,1, and the doubled sprite being 9012,10.;)- 9015 - Burned
Alternate for the normal burned anim.- 9016 - Frozen
Simple. Character is frozen.- 9020 - SVC Version of Demitri's Midnight Bliss.
Uses the exact standard seen below
Standard setup:
(Each entry is 1 tick)
0 - Standing, Axis at feet.
1-4 - Draining, Axis at neck (or whatever Demitri holds them up by)
5 - Drained, Axis at neck (or whatever Demitri holds them up by)
Example: Demitri's Midnight Bliss in SvC- 9021 - CFJ Version of Demitri's Midnight Bliss.
Pretty straightforward: single animation, just a stance of the character turned female or sexy :P
Use sound 9021, 0 for the moaning sound when the bliss is over.- 9022 - CFJ Version of Demitri's Midnight Bliss (secondary).
A secondary one some characters use.- 9999 - An alternate for Electrocution (Index number 7696)
- 12000 - An alternate for the SvC version of Demitri's Midnight Bliss.
Solely the standing animation, with no timing limits or sprite requirements, but typically one anim (to avoid special hit problems, it might be best to leave the first sprite in whatever anim you want here 12000,0, and use other numbers for the subsequent animations, such as 12002, etc). Used in conjunction with index number 12000.- 12001 - An alternate for the SvC version of Demitri's Midnight Bliss.
The draining animation itself. Used in conjunction with index number 12000. Axis is at the character's neck (or whatever Demitri holds them up by).
Standard setup (Sprite Numbers are correct):
12000, 1: 18 Ticks
12000, 2: 8 Ticks
12000, 3: 8 Ticks
12000, 4: 27 Ticks
12000, 5: 27 Ticks- 13000 - Alternate entry for Athena Transformation (Index number 5965)
- 14000 - Alternate entry for Red Arremer Transformation (Index number 5960)
- 15312 - Blinded
Character is blinded from something, and is open to attack. Pretty much just like Dizzy.- 66660 - Alternate SvC version of the MB *again*, standing animation. (Part 1 of 3)
(Ex-Infernis' Demitri). No sprite requirements, standing animation has a time of -1. Axis at feet.- 66661 - Alternate SvC version of the MB, draining, specificially the first sprite of it (Part 2 of 3).
Even though it uses only the first sprite of the drain, it uses it three times in the animation, with the first entry being normal with a timing of 10, and the next two looping, the first entry of the loop adding 2 to the axis' value, and the second being normal. Axis at the neck (or whatever). Both use a time of 5 ticks. So if the sprite was 9020,1, you'd do this as follows:
9020, 1, 0, 0, 10
Loopstart
9020, 1, 2, 0, 5
9020, 1, 0, 0, 5- 66662 - Alternate SvC version of the MB, the rest of the drain (The last 4 sprites). (Part 3 of 3)
Each have a specific time of 5 save the last, which has a time of -1. Axis at the neck (or whatever).- 29989-29999 - Mortal Kombat Fatalities (by Obreck)
29990: Sub-Zero's spine ripper, when he holds the opponent's head like a trophy. As the last sentence implies, this sprite is the characters head. One sprite animation, numbered 29990, 0
29991: Character's severed head spinning, like in Johnny Cage's decap uppercut. Can have as many animation frames as you want and the squence should be allowed to loop. Number the most upright frame 29991,0
29992: Charater's inanimate head lying on the ground. 1 frame in the anim, numbered 29992,0.
29993: Character's headless body keeling over. The body should start standing and end up lying on the ground. Can have as many frames as you want as want, but should be under 70 ticks. The last frame should have -1 on its animation time. Number 1st frame 29993,0
and the last 29994,0
29994: Inanimate headless body, lying on the ground. Should look indentical to the last frame in animation 29993. No other requirements.
29995: Severed lower half of charater's body. The animation is handled the same way as animation 29993. Number 1st frame 29995,0 and the last 29996,0. Make a duplicate frame for 29996,0 if you only used 1 frame for this squence.
29996: Inanimate severed lower half of body, lying on the ground. Should look indentical to the last frame in animation 29995. No other requirements.
29997: Severed lower half of charater's body. The animation is handled the same way as animation 29993. Number 1st frame 29997,0 and the last 29998,0. The appearance of the animations sprites should start upright and end with the torso on it's stomach.
29998: Inanimate severed upper half of body, lying on the ground. Should look indentical to the last frame in animation 29997. No other requirements.
29999: Exactly like 29997, only the torso should be missing its head. Number 1st frame 29999,0 and the last 29989,0 (not a typo) in this case.
29989: Inanimate severed and headless upper half of body, lying on the ground. Should look indentical to the last frame in animation 29999. No other requirements.- 91230-91232 , 912320-912321 , 9123000 - Compatibility with Peketo (by Borghi)
You can add compatibility with peketo's fatality, by looking at this tutorial (http://mugenguild.com/forumx/index.php?topic=34579.0).
So you can THANK HIM for being kind enough to go through and see if he still had this...
- 8055000-8055999: Character trait identifiers
By Messatsu. This is a simple, painless method that can be added into any character to make interactions function better. For instance, CvS Vega's intro vs. beautiful women, or ugly people; then there's blood color or hit sounds (should a robot bleed?). Simply add these as air entries into your character (sprite refference or animation info is totally unimportant, just as long as the animation entry is present and valid).
(Not finished just yet...will be all up in a bit)
8055000,8055999 - Standard Detection:
These two anims need to both be present in your character for detection purposes, to make sure he/she/it complies with these trait identifiers.
Gender:
8055001 - Male
8055002 - Female
8055003 - Neither
Age he/she/it appears to be:
8055010 - Baby
8055011 - Child
8055012 - Teenager
8055013 - Young Adult
8055014 - Middle Aged
8055015 - Old
8055016 - Ancient
8055017 - Timeless
Type:
8055020 - Human
8055021 - Robot
8055022 - Animal
8055023 - Monster
8055024 - Ghost
8055025 - Mech
8055026 - Mythological Creature
8055027 - Alien
8055028 - God
8055029 - Object
Blood Color:
8055030 - Red
8055031 - Green
8055032 - Blue
8055033 - Yellow
8055034 - Purple
8055035 - Orange
8055036 - Black
8055037 - White
8055038 - Grey
8055039 - Does not bleed
Armor Type / Body Composition (i.e. For hitsounds):
8055040 - None
8055041 - Metal
8055042 - Stone
8055043 - Wood
8055044 - Flame
8055045 - Ice
8055046 - Force
Blocking Armor Type (Think shields, for example):
8055047 - None
8055048 - Metal
8055049 - Stone
8055050 - Wood
8055051 - Flame
8055052 - Ice
8055053 - Force
Weapon:
8055054 - Unarmed
8055055 - Bladed
8055056 - Piercing
8055057 - Blunt
8055058 - Magic
8055059 - Projectile (guns, etc)
Attractiveness:
8055060 - God Awful
8055061 - Ugly
8055062 - Average
8055063 - Hot
8055064 - Cute/Dead Sexy
Coolness:
8055065 - Really Dorky
8055066 - A Little Dorky
8055067 - Normal
8055068 - Cool
8055069 - Very Cool
Morality:
8055070 - Evil
8055071 - Mean
8055072 - Neutral
8055073 - Good Natured
8055074 - Absolutely Moral (?!)
Intelligence:
8055080 - No Cognition
8055081 - Stupid
8055082 - Average
8055083 - Smart
8055084 - Genius
8055085 - Winane (^_-)
Artificial Inteligence:
8055090 - Is a Joke
8055091 - Easy to Beat
8055092 - Average
8055093 - Difficult to beat
8055094 - Boss
8055095 - Uber Cheap
Height:
8055100 - Tiny
8055101 - Midget
8055102 - Short
8055103 - Average Height
8055104 - Tall
8055105 - Towering
Physical Build:
8055110 - Ghastly Thin
8055111 - Slender
8055112 - Average
8055113 - Buff
8055114 - Massive
8055115 - Chubby
8055116 - Fat
Fighting Styles:
8055120 - Aikido
8055121 - Boxing
8055122 - Capoeira
8055123 - Choy Li Fut
8055124 - Dim Mak
8055125 - Gojukai Karate
8055126 - Goju Ryu Karate
8055127 - Hapkido
8055128 - Hsing
8055129 - Iaido
8055130 - Jeet Kune Do
8055131 - Judo
8055132 - Jujutsu
8055133 - Ju Jitsu
8055134 - Kali
8055135 - Karate
8055136 - Kendo
8055137 - Kenpo Karate
8055138 - Kickboxing
8055139 - Krav Maga
8055140 - Kung Fu
8055141 - Kyokushinkai
8055142 - Muay Thai
8055143 - Ninjutsu
8055144 - Pentjak Silat
8055145 - Pa Kua
8055146 - Sambo
8055147 - Savate
8055148 - Shito Ryu Karate
8055149 - Shorin Ryu
8055150 - Shorinji Kempo
8055151 - Shotokan Karate
8055152 - Shukokai
8055153 - Sumo
8055154 - Taekwondo
8055155 - Tai Chi Chuan
8055156 - Tang Soo Do
8055157 - Uechi Ryu
8055158 - Wado Ryu Karate
8055159 - Wing Chun Kung Fu
8055160 - Yoseikan
8055161 - Ansatsukan
8055162 - Wrestling
8055163 - Drunken Boxing
8055164 - Ankoku Karate
8055165 - Koppo
8055166 - KOBUJUTSU
8055167 - SELF-TAUGHT FIGHTING
8055168 - WU SHU
8055169 - Unknown fighting style
8055170 - KITANTAN-RYUU
8055171 - DAINANRYU-AIKI JUUJUTSU
8055172 - Kenka Sappou
8055173 - Hizoku
8055174 - Vale Tudo
8055175 - Saikyo-ryuu
8055176 - Bushin-ryuu
Blood Types: Just for SF2 fun :D Use both A and B for AB:
8055190 - A
8055191 - B
8055192 - O
8055193 - +
8055194 - -
Race: (pick multiple) uses US census list. don't complain about how limited it is until you, I or Messatsu can find a comprehensive list (this proves rather difficult):
8055200 - White
8055201 - African
8055202 - Chinese
8055203 - American Indian
8055204 - Japanese
8055205 - Filipino
8055206 - Indian
8055207 - Korean
8055208 - Hawaiian
8055209 - Vietnamese
8055210 - Guamanian
8055211 - Samoan
8055212 - Latino
So you can THANK HIM for being kind enough to go through and see if he still had this...Haha no. Thank him for what? Throwing a hissy fit and deleting a bunch of stuff that served as a valuable resource for the community?
question.Yes. Use 7696 and 9010; I've never seen anyone use 9011 and 9012 but it's up to you if you want to add them.
is everyone using this as a form to standardize certain things such as shocks and stuff?
cause my current WIP has shock sprites, and i wanna implement it correctly.
I remember there are different burn knockdowns with different vels in Night Warriors, so it's not always exactly the same.Drat. Hmm, well, I suppose that effect could be replicated with some helpers in -2, probably would need a special "interactive" animation for those types. Or maybe not. O need to find out how people are using this animation, so far I've really only seen it on DS characters. Anyone know anything else that uses it? More specifically, any move which uses it that also would preclude the use of the special DS stuff?
Has anyone attempted to create standards for the Darkstalkers sliced-in-half hits?Not that I know of. I think there was maybe some talk of using SamSho or MK standards, no? Still... it'd probably be best if they had their own standard.
Pocket Fighter has a similar burn animation for when characters are hit by a fire bomb item. Not sure of any other Mugen creations using it.I didn't mention it since it's basically the same thing as DS. Except IIRC there wasn't any weapon dropping like DS had.
http://xenomic.freehostia.com/pages/Burn.phpNo, I mean attacks that produce the burn state. So, like, PotS's Lei-Lei has that bomb attack, and the behavior for P2 when hit by that is different than VS (P2 is launched up higher, has burn palfx, has flame effects for the duration of the burned animation, etc.). Basically, I just wanna know if there is an attack that sends P2 into a burn state that would look bad if, at the start of the burn animation, P2 drops some weapons (i.e., the attack sends P2 very near the ground or something? I dunno, maybe I'm overthinking this)
Here, have a link to a page that's still a WIP! Eternal Fighter Zero follows this formula as well, yes. Some MUGEN creations do too, but I haven't found too many that do at the current time.
I liked a lot, I never seen many of those custom states before. I got a couple of chars that used various custom anims (like Eric) and I think I could apply various of these ones. Thanks a lot for this, I'm sure I'll use it ;)
Also, since this is more informative and useful, belongs more to Development resources (in Tips, Tricks, Tutorials subforum) instead here, IMO
The only existing standard I can think of would be for the first part: 5900 for KOF wire damage (aka wall slam). But, I think 5901 and 5902 are free, so you could use those.
Merging with the optional animation standards because it fits better there. And also to remind me to finish that stupid thing once and for all.
Applejack Slammed against the wall.
that sounds like something set up for a porno.
hey, i just noticed that you haven't listed the "Stoned" animation, which is currently part of Alucard's Thanos (anim 7980): i don't know if it's used elsewhere but considering it's part of Scruffy, other chars might be compatible.I'll check it out.
thought it would be nice to add to the list
Did FaceDown-type Liedown has any default state numbers?Huh, I thought KoopaKoot had listed them in one of his posts in this thread, but I was mistaken. I was gonna add it to the first post eventually, though.
5975 is used by one of the Blue Mary grabs, and necrobumps don't matter in this section.Wait, it is already used?
Just use 5180 and 5181 for the anim since it's pretty much the same thing as stagger.Like I said, I didn't chose these numbers. Kurogane was.
It doesn't matter because Kurogane's Touhou chars are shitHighly subjective. If anything, they are okay, since they DO have flaws. Also, the quality of chars doesn't matter.
I'm sure that using the existing stagger standard is probably better for a multitude of reasons, including more compatibility, which, silly me, I thought was the point of this thread?I'm sorry, but from what I witnessed, the spin hit in Touhou works different from the usual staggering, so it already requires a new animation.
requires
Optional Animation StandardsNo one is obligated to put these in their chars, and you really can't control if the community finds an animation number is more likely to be used for one char's interaction than another.
Wait, it is already used?Checking the thread is usually helpful. (http://mugenguild.com/forum/msg.1517338)
Checking the thread is usually helpful. (http://mugenguild.com/forum/msg.1517338)So it really was KoopaKoot, who did that Blue Mary...when did he release her?
Shredder Custom State Compatibility Info
MY TOES! Custom Character Animation (anim 5886)
Custom Animation
(http://i147.photobucket.com/albums/r319/dcatmanga/MYTOESSAMPLE.png)
---------------------------------------
(http://i147.photobucket.com/albums/r319/dcatmanga/MYTOES.gif)
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.
@Jmorphman: Feel free to update your first thread with this so more people can use it.done
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.
[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)
What? Jango, there totally is a standard for Frozen.
http://shakesdream.web.fc2.com/SpecialStatus_003_hyouketsu.html
7698 is the standard for it normally, but can also show up as 7990 and 7991 for air, as well as 9016 for ground alt.
whenever it happens in a commercial gameBasically what I meant to say is that it usually doesn't happen in a commercial fighter because there's really no need for it. If the creator has one of the two methods I outlined as a fallback, that's enough. It's not like, say, Midnight Bliss where the whole anim looks weird if you don't have compatibility.
Wouldn't it be better to turn the opponent into pacman if the required sprites are not available? So it'd still feel more custom?I'd rather it be more personal - I think using the opponent's anims better conveys that they have become integrated into the game. I'm sure you've seen a clip that I've uploaded with this behavior, if not here's a link (https://www.youtube.com/watch?v=CBTjxX0wPhw). I like to think it's not too shabby.
Has anyone ever made a compilation of the standard 9000s?FOUND SOMETHING ANCIENT
-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 (http://shakesdream.web.fc2.com/AnimNo.html), 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 (http://shakesdream.web.fc2.com/AnimNo.html) as "Saotome Cyclone" statesAh, 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
If there're more chars to use 5305 as dizzy sparks, maybe change it to 5310.
Woah! Are those standards used by anyone? I'd love to actually be able to use all those cut in half sprites for something.Spoiler: Cutting, Darkstalkers Series - 7700-7730 (click to see content)
Woah! Are those standards used by anyone? I'd love to actually be able to use all those cut in half sprites for something.
And speaking of Togakubi Sarashi, I've found that that animation usually works well with 5888 (slammed into ground). For example, Demitri gets cut in half at the waist and stares at the camera looking annoyed, which works well with the concept of being driven into the ground with only your upper torso sticking out. Of course, Bishamon's own animation wouldn't really make sense for that purpose since he turns into a weird demon head thing, but perhaps that could be explained away because Darkstalkers is so cartoony.
Woah! Are those standards used by anyone? I'd love to actually be able to use all those cut in half sprites for something.Oh yeah, I'll use them for my cut-in-half claytalities and probably I'd add it to Bishamon when I come back to work on him. So yeah, you should post that in the main post so anyone else can add them too ;)
Spoiler: Smashed Into the Screen (click to see content)
Gearing up to release my MK2 Cage, I noticed the existing Mortal Kombat standards are both incomplete, and a little inflexible. I made this system using anims 57600-57699 for special move reactions, 57700-57799 for MK2 Fatality Reactions, 57800-57899 for MK3 Fatality Reactions and 57900-57999 for other assorted reactions. I know that sounds like a lot but these games have a TON of custom anims. Afaik these anim numbers aren't used for anything else.
These are the ones Cage actually uses:Spoiler, click to toggle visibilty
These are anims used by other MK characters for their fatalities and special moves. Cage doesn't actually use these so I'm just proposing some standards here:Spoiler, click to toggle visibilty
In addition, Cage also uses:
(https://i.imgur.com/PZ6t2uH.gif)
5180 = Stumble backwards. One of the lists on the 1st page says 5180 is the number to use for this but doesn't provide any specific examples. Is this widespread enough that characters won't be using it for anything else?
Didn't Juano16 and Mike Obrecht already have animation numbers for these? I shared a download file for Juano16's fatality compatibility numbers and Mike Obrecht's MK characters have a readme with the animation numbers for his MK fatalities.
About these, with the bisection fatality animations one can use the same standards as Darkstalkers/Clayfighter with Bishamon by B-Kun for more compatibility with other characters and to keep the animation list short. The decapitation standards are pretty valid though, as is the torso held as trophy standard. I’ve also started to wonder if SamSho standards exist for the fatalities from those games?
Also you can use MKT sprites for 7696 (shocked), as well as Survival Arts having sprites for 88500 (Burning) for digitized characters like Cage there.
About the normal/special reactions, those are pretty valid, but MK also has a sweep/trip standard also used in SF2. The fatalities a bit less so, one can use 7780 (the Sangue=Passare standard) for Kitana and Shang’s fatalities.
Didn't Juano16 and Mike Obrecht already have animation numbers for these? I shared a download file for Juano16's fatality compatibility numbers and Mike Obrecht's MK characters have a readme with the animation numbers for his MK fatalities.
Could you send that file my way? I haven't been able to find much on Juano16's standards. I already added some support for Obrecht's ones for the next update (Cage will check for them if there's no 57700 ones). I made these new standards to be both more flexible and more accurate to the source games. A lot of the pre-existing standards combine things that really should be separate anims into one.About these, with the bisection fatality animations one can use the same standards as Darkstalkers/Clayfighter with Bishamon by B-Kun for more compatibility with other characters and to keep the animation list short. The decapitation standards are pretty valid though, as is the torso held as trophy standard. I’ve also started to wonder if SamSho standards exist for the fatalities from those games?
Also you can use MKT sprites for 7696 (shocked), as well as Survival Arts having sprites for 88500 (Burning) for digitized characters like Cage there.
About the normal/special reactions, those are pretty valid, but MK also has a sweep/trip standard also used in SF2. The fatalities a bit less so, one can use 7780 (the Sangue=Passare standard) for Kitana and Shang’s fatalities.
Yeah you could probably make do with darkstalkers anims for the bisection, and I've already coded some support for it for the next update similar to Obrecht's. Sangue=Passare would look weird for the Kitana/Shang ones, and might not work very well depending on how the anims are set up. If the focus is on keeping the list short, 57800-57822 (the mk3 paperdolls) could be combined into the MK2 anims somehow (does anyone like the MK3 fatalities anyways?). I haven't meticulously gone through every single fatality in the games, so a lot of the ones Cage doesn't use were guesses as to how they would actually work in MUGEN; probably some of them could be combined or split. What is the SF2 sweep standard?