YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
Krizalid99v2 is Offline
Contact Krizalid99v2:

Krizalid99v2

User

Messages by Krizalid99v2

    

Making custom KOF2k2UM lifebars - how do you make sprites transparent?

 April 06, 2009, 05:39:10 am View in topic context

I am in the process of making some custom KOF2K2UM lifebars.

In the original 2k2UM's lifebar, the area for the character's face/icon and name text has a darkened transparency 'shadow' behind it.

As you can see in the following image, the area where Wind's face and name text goes is empty:



So I have made this following sprite to slot into the area (it's smaller because I'm on WinMUGEN Plus):



Therefore what I want to do now is to make the above sprite 'transparent'.

Can anyone help?

Much appreciated and thanks in advance.

    

Re: How do you make a dead team-mate's box/face appear greyed out?

 December 29, 2008, 07:36:42 am View in topic context
avatar  Posted by Krizalid99v2  in How do you make a dead team-mate's box/face appear greyed out? (Started by Krizalid99v2 December 28, 2008, 07:12:10 am
 Board: M.U.G.E.N Development Help

Create greyish square. Tell mugen to reference an anim rather than a spr. Set up the anim with type A transparency. Thats group,image, x,y, time,,A

Thanks, worked a treat.

Also I would like to ask, in the greyish square sprite I created, is it possible to put a red coloured cross on it, and tell MUGEN to ignore the red colour and just make the grey areas transparent?

    

Re: How do you make a dead team-mate's box/face appear greyed out?

 December 28, 2008, 05:13:43 pm View in topic context
avatar  Posted by Krizalid99v2  in How do you make a dead team-mate's box/face appear greyed out? (Started by Krizalid99v2 December 28, 2008, 07:12:10 am
 Board: M.U.G.E.N Development Help

All i can think of there is a greyish transparent box that overlays the original sprite. Won't so much be greyed out as faded.

I see. Any advice on how to make/code this sprite?




    

How do you make a dead team-mate's box/face appear greyed out?

 December 28, 2008, 07:12:10 am View in topic context
avatar  Posted by Krizalid99v2  in How do you make a dead team-mate's box/face appear greyed out? (Started by Krizalid99v2 December 28, 2008, 07:12:10 am
 Board: M.U.G.E.N Development Help

When you are playing in 'Turns' mode and have picked 1 - 3 team mates, the team-mates icons/faces appear on the screen, usually in a smaller, scaled down form.

When a team-mate is beaten, a red cross appears in front of their face marking them 'dead'. This is shown below in the screenpack I'm making:



Basically what I want to do is, instead of having the red cross I want to make it so that a 'dead' team-mate's face/icon appears 'greyed' out, you know like in the SF2 games where in a 1 Player game, after you have beaten someone their icon/face appears greyed out on the character select screen.

Can anyone help?

Thanks in advance.

    

Re: Lowering the volume of a .snd file?

 November 28, 2008, 08:03:16 am View in topic context
avatar  Posted by Krizalid99v2  in Lowering the volume of a .snd file? (Started by Krizalid99v2 November 28, 2008, 02:47:17 am
 Board: M.U.G.E.N Development Help

I tried that last night, was completely unsuccessful. In the end i just put them all into audacity at once and did a mass negative amplify.

Audacity is free. Get it. Very simple for sound editing. If you don't want to DL a err 5mb program (?) you can use sound recorder instead.

But no, the lower volume method fails. Raising it works far too well and causes cut out static at the higher volumes. Don't do this.

Thanks, I guessed in the end it would require a proper sound-editing program to do the job.

I have Cool Edit Pro 2.1 which is also another decent sound editing program, so I'm sure I can find a feature in that to lower the volume like you did. If unsuccessful, I will then give Audacity a try.

Thanks.

 
    

Lowering the volume of a .snd file?

 November 28, 2008, 02:47:17 am View in topic context
avatar  Posted by Krizalid99v2  in Lowering the volume of a .snd file? (Started by Krizalid99v2 November 28, 2008, 02:47:17 am
 Board: M.U.G.E.N Development Help

In the fight.snd sound file, I find that the sound effects in them are too loud/high volume, so what is the best way of lowering the volume of each sound effect?

In the Fighter Factory program under the Sounds section there is a 'Resample All' part, which features a 'Volume' box in which you can type in the x.xx values of the sound volume (example 1.00 is default, 0.50 is lower volume and 1.45 is higher volume), I tried typing in lower values and saving the file but it doesn't seem to have made any difference. Does it actually work?

So I was wondering, what would be the best way of lowering the volume of .snd files?

Thanks in advance.

    

Re: Is the hi-res/low-res WinMUGEN an erratic program that crashes for no reason

 July 29, 2008, 03:07:12 am View in topic context

Now that I have gotten back into it, I am making my own screenpack and I find that it is very erratic, crashing when I try to open it (gives the Windows error) after adding new sprites into the SFF files - with the sprites all correctly palletted.

The strange thing is, one night I added a new sprite into the SFF file, and that made MUGEN crash upon load-up, so I gave up, switched off the comp and went to bed. Then when I woke up the next day I tried to run MUGEN again and shockingly this time it WORKED, whereas it didn't the day before, having changed nothing in the SFF file!

When it does crash I've tried to produce the sprite again in PSP8, even DELETING the current sprite file and replacing it (as opposed to just changing the sprite). Sometimes it works, sometimes it doesn't. It's like the MUGEN has developed a 'maybe I will work or I may not work' rule!

That is quite strange.

If you have re-downloaded WinMUGEN Plus and the same things are still happening then as well as the possibility of a virus like TehBazzard mentioned, there is also a chance that it could be a memory problem in your computer's RAM, or there might be bad sectors on your hard drive in which your MUGEN is placed upon. Get them both checked out, use 'memtest86' to check the RAM and use maybe chkdsk or scandisk to check your hard drive.

Unfortunately I don't know much about Microsoft Frameworks or Adobe Air so I cannot comment on those.

    

Versus Screen background problem...

 July 27, 2008, 07:24:59 pm View in topic context
avatar  Posted by Krizalid99v2  in Versus Screen background problem... (Started by Krizalid99v2 July 27, 2008, 07:24:59 pm
 Board: M.U.G.E.N Development Help

I am using the hi-def WinMUGEN where it supports both hi-res and low-res stages.

I am having a problem with the VS Screen background. In the system.sff file, for the vs screen background sprite, if I insert an image of size 640 x 480 pixels MUGEN works fine, however on the vs screen the image is doubled meaning it is too big, because the versus screen ISN'T high-def like the character select screen.

Therefore I tried inserting the same image but with the size of it being resized to 320 x 240 instead. After I I do this, WinMUGEN doesn't load and instead gives me the Windows error and then closes.

I have checked the palettes for the sprite and it seems correct.

Can anyone help?

Thanks in advance.
    

Re: How do you get the second colour in a font file?

 July 27, 2008, 05:24:25 pm View in topic context
avatar  Posted by Krizalid99v2  in How do you get the second colour in a font file? (Started by Krizalid99v2 July 25, 2008, 07:49:29 pm
 Board: M.U.G.E.N Development Help

I forget where it's written in Mugen's files, but it reads the font's colors from that end, unless you specify an offset that tells it to start reading the colors somewhere else.
This allows you to have multiple palettes for the same font, as you can include all the colors you want in the .pcx (ordered properly, in the same order as the default colors) then have it read colors at different places in the pcx' palette.

fight.def said:
; 3. font
;    Format: font = fontno, fontbank, alignmt
(...)
    fontbank is the color bank of the font to use. Refer to the font for what color banks it has.

Fontbank is like "palettes inside the palette". In your case, you set "Colors = 16", so fontbank=0 reads the first 16 colors, fontback=1 reads the next 16 (17-32) and so on.

All this goes in a [IIRC] [/IIRC] ;P

You need to be really comfortable working with palettes to pull it off, though.

Thanks, I think I have got the hang of it. Much appreciated.

Also I would like to ask, in the system.def on this font parameter, which is the 'blinking' font:

p1.teammenu.item.active2.font = 4,0  ;Second font color for blinking

Can you control the speed of the blinks for that?

Thanks in advance.
    

How do you get the second colour in a font file?

 July 25, 2008, 07:49:29 pm View in topic context
avatar  Posted by Krizalid99v2  in How do you get the second colour in a font file? (Started by Krizalid99v2 July 25, 2008, 07:49:29 pm
 Board: M.U.G.E.N Development Help

In several screenpacks I've noticed some fonts have a second colour - BUT within one font file.

This is used especially for the 'blinking' or 'flashing' effect, which a font flashes two colours, but only one .fnt file is needed.

Can anyone tell me how you put the 'second' colour into the .pcx image that goes into the .fnt file? Does it have to be in a specific slot in the palette? Or does the .def file produce it?

Thanks in advance.

 
    

Adding a new font crashes Mugen?

 July 21, 2008, 05:53:52 am View in topic context
avatar  Posted by Krizalid99v2  in Adding a new font crashes Mugen? (Started by Krizalid99v2 July 21, 2008, 05:53:52 am
 Board: M.U.G.E.N Development Help

I am using the version of WinMUGEN which supports both hi-res and low-res stages.

I'm in the process of making a personal screenpack, and it seems that when I try to add a new font it crashes MUGEN before it even loads up (it's the usual 'WinMUGEN has encountered a problem and needs to close' message).

Previously I've already added 2 fonts of my own and it's been fine, but it's when I try to add the new one that always crashes it.

I have 4 fonts in use which works okay, but like I said it's when I try to add a 5th one that crashes it. Is there a limit of 4 fonts or something?

The new font file is created by FntEditor, and I have checked the data inside it and there's nothing wrong, the .pcx image is fine and the parameters are correct. In fact, this new font is just basically a colour palette change from an existing one that is already working as the 3rd font (font3), so the pixel measurements are identical.

Can anyone help, what am I doing wrong?

Thanks in advance.

    

Looking for a SFA3 specific font...

 May 15, 2008, 07:35:51 am View in topic context
avatar  Posted by Krizalid99v2  in Looking for a SFA3 specific font... (Started by Krizalid99v2 May 15, 2008, 07:35:51 am
 Board: Requests

Does anyone have this following font style from SFA3:



It doesn't matter what colour it is, any help will be most appreciated.

Thanks in advance.

    

Re: Can you set the layer of the cursors on the character select screen?

 March 30, 2008, 04:34:31 am View in topic context

Well layerno is a valid addition in fight.def. It could be the same in a select screen. Best i can give you is give it a try.

p1.cursor.layerno = 1

Try it, but don't get your hopes up. Sometimes the fact that the bg is defined below this stuff can cause whatever you set to be overwritten.

Nah it didn't work. Thanks anyway.

    

Can you set the layer of the cursors on the character select screen?

 March 27, 2008, 07:24:23 am View in topic context

On the character select screen I have placed a character grid box sprite (I've turned off the icons provided by the characters .sff) which is layerno = 1, and the problem is the cursors appear behind it.

I want P1's and P2's cursor to shown in front of this additional character grid sprite I have added. So is it possible to set a layer for the cursors?

Thanks in advance.

    

Re: Hiding the character icons on the Character Select screen?

 March 24, 2008, 11:17:27 pm View in topic context
avatar  Posted by Krizalid99v2  in Hiding the character icons on the Character Select screen? (Started by Krizalid99v2 March 24, 2008, 07:09:48 am
 Board: M.U.G.E.N Development Help

I'm not totally sure, but isn't there a parameter telling that the icon must be sprite 9000,0 in the system.def of the screenpack.
If the answer is yes, change that number to something like 9000,156, so that you're sure that no character has this sprite. Therefore, Mugen will not display any icon.

No I don't think there is, tried to search for it in Notepad.

Thanks for trying anyway.

    

Hiding the character icons on the Character Select screen?

 March 24, 2008, 07:09:48 am View in topic context
avatar  Posted by Krizalid99v2  in Hiding the character icons on the Character Select screen? (Started by Krizalid99v2 March 24, 2008, 07:09:48 am
 Board: M.U.G.E.N Development Help

I've got a Character Select screen background which already has the grid/icon pictures on it, so when I add the characters I want to hide their 'true' icons (you know the 9000,0 sprite in the .sff) on the character select screen, as they don't match the ones I've got on the background.

In the system.def I've already adjusted the cell.size and cell.spacing to correctly position the cursors to match the grid/icons on the background. The last thing I want to do now is hide the icons that come with the character on the select screen. Is that possible? Or do I have to do it the long way by opening up each character's .sff file and changing the icon sprite there and using that instead?

Any help will be most appreciated, thanks for your time.

    

Re: Games You Wish Those Game Industry Chaps Would Make

 January 19, 2008, 08:57:17 am View in topic context
avatar  Posted by Krizalid99v2  in Games You Wish Those Game Industry Chaps Would Make (Started by Young Shimaiuskoo Doh January 19, 2008, 01:29:23 am
 Board: Gaming

Project Justice 2...those Rival Schools characters didn't deserve to be left behind to rot...