Posted by inktrebuchet
in Nep Art (Started by Nep Heart February 24, 2021, 02:05:10 am
Board: Graphics
Board: Graphics
I’m sorry but using AI voices is just ethically and morally wrong in so many ways.
I think you should keep this type of content for you only.Spoiler, click to toggle visibilty
Tornillo is right. You should have kept this to yourself instead of posting it here.
I agree, AI is hurting artists enough as it is.
Hence why I’m trying to get OG voices in for my Mugen projects to highlight great talent. AI shouldn’t meddle in the creative arts imho.
; Blank
[Begin Action 9741]
-1,0, 0,0, -1
[state -2, shadow]
type = helper
trigger1 = !numhelper(33333399+ID)
name = "shadow"
ID = 33333399+ID
stateno = 33333399
postype = p1
ownpal = 1
keyctrl = 0
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1
[State shadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
;=========================================================================
;Scale based round shadows by Inktrebuchet
;=========================================================================
[Statedef 33333399]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 9741 ; Blank Animation
[State 33333399, 1]
type = BindToParent
trigger1 = PlayerIdExist(parent,ID)
time = 1
facing = 1
pos =0,-Parent,Pos Y
ignorehitpause = 1
[State 33333399, 2]
type = RemoveExplod
trigger1 = 1
ignorehitpause = 1
[State 33333399, 3];Shadow for player
type = Explod
trigger1 = Time ;This is to correct a 1 frame delay in shadow pos when helper is first spawned
trigger1 = NumExplod(8530) = 0
trigger1 = PlayerIdExist(Parent,ID)
trigger1 = !Parent,IsHelper
id = 8530
anim = 8530
postype = p1
pos = 0,0
;scale = (.47 - (((.47/(96/cond(abs(Parent,Pos Y)+.0001 < 96, abs(Parent,pos Y)+.00001, 96)))))) + .6 + (.0) * Const(size.xscale), (.3 - ( ( (.3/(96/cond(abs(Parent,Pos Y)+.0001 < 96, abs(Parent,Pos Y)+.00001, 96)))))) + .8 + (.0) * Const(size.yscale) ;The last float number in () is to adjust base shadow size. This number should be the same for x and y.
scale = ((.47 - (((.47/(96/cond(abs(Parent,Pos Y)+.0001 < 96, abs(Parent,pos Y)+.00001, 96)))))) + .6 )/(100.0/(Parent,Const(size.ground.back) + Parent,Const(size.ground.front))) * 2 * Const(size.xscale) , ((.3 - ( ( (.3/(96/cond(abs(Parent,Pos Y)+.0001 < 96, abs(Parent,Pos Y)+.00001, 96)))))) + .8)/(100.0/(Parent,Const(size.ground.back) + Parent,Const(size.ground.front))) * 2 * Const(size.yscale) ;Bases shadow size on character width
trans = addalpha
alpha = 128,128
removetime = -1
sprpriority = -4
ignorehitpause = 1
[State 33333399, 4];Shadow for projectile
type = Explod
trigger1 = Time ;This is to correct a 1 frame delay in shadow pos when helper is first spawned
trigger1 = NumExplod(8531) = 0
trigger1 = PlayerIdExist(Parent,ID)
trigger1 = Parent,IsHelper
id = 8530
anim = 8530
postype = p1
pos = 0,0
scale = (.47 - (((.47/(96/cond(abs(Parent,pos y)+.0001 < 96, abs(Parent,Pos Y)+.00001, 96)))))) + .6 + (-.3) * Const(size.xscale), (.3 - ( ( (.3/(96/cond(abs(Parent,Pos Y)+.0001 < 96, abs(Parent,Pos Y)+.00001, 96)))))) + .8 + (-.3) * Const(size.yscale) ;The last float number in () is to adjust base shadow size. This number should be the same for x and y.
trans = addalpha
alpha = 128,128
removetime = -1
sprpriority = -4
ignorehitpause = 1
[State 33333399, 5] ;*This may need to be adjusted for some projectiles
type = RemoveExplod
trigger1 = !PlayerIdExist(parent,ID)
trigger2 = PlayerIdExist(parent,ID)
trigger2 = Parent, IsHelper
trigger2 = Parent, MoveContact
trigger2 = Parent, Movetype != A
ignorehitpause = 1
[State 33333399, 6]
type = DestroySelf
trigger1 = Time
trigger1 = !NumExplod(8530)
ignorehitpause = 1
;----------------------------
;=========================================================================
;Sprite based round shadows by Inktrebuchet
;=========================================================================
[Statedef 33333399]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 9741 ; Blank Animation
[State 33333399, 1]
type = BindToParent
trigger1 = PlayerIdExist(parent,ID)
time = 1
facing = 1
pos =0,-Parent,Pos Y
ignorehitpause = 1
[State 33333399, 2]
type = RemoveExplod
trigger1 = 1
ignorehitpause = 1
[State 33333399, 3];Shadow for projectile
type = Explod
trigger1 = Time ;This is to correct a 1 frame delay in shadow pos when helper is first spawned
trigger1 = NumExplod(8531) = 0
trigger1 = PlayerIdExist(Parent,ID)
trigger1 = !Parent,IsHelper
id = 8530
anim = 8530 + ceil(cond(abs(Parent,pos y) < 96, abs(Parent,pos y +.00001), 96) / 12) + (7) ;The last number in () is to adjust base shadow size.
scale = Const(size.xscale), Const(size.yscale)
postype = p1
pos = 0,0
trans = addalpha
alpha = 128,128
shadow = -1
removetime = -1
sprpriority = -4
ignorehitpause = 1
[State 33333399, 4];Shadow for projectile
type = Explod
trigger1 = Time ;This is to correct a 1 frame delay in shadow pos when helper is first spawned
trigger1 = NumExplod(8531) = 0
trigger1 = PlayerIdExist(Parent,ID)
trigger1 = Parent,IsHelper
id = 8530
anim = 8550 ;Projectiles only have one shadow size in sf3
scale = Const(size.xscale), Const(size.yscale)
postype = p1
pos = 0,0
trans = addalpha
alpha = 128,128
shadow = -1
removetime = -1
sprpriority = -4
ignorehitpause = 1
[State 33333399, 5] ;*This may need to be adjusted for some projectiles
type = RemoveExplod
trigger1 = !PlayerIdExist(parent,ID)
trigger2 = PlayerIdExist(parent,ID)
trigger2 = Parent, IsHelper
trigger2 = Parent, MoveContact
trigger2 = Parent, Movetype != A
ignorehitpause = 1
[state 33333399, 6]
type = DestroySelf
trigger1 = Time
trigger1 = !NumExplod(8530)
ignorehitpause = 1
;----------------------------
;-------------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
[State 190, 1] ;Go straight to intro.
type = ChangeState
trigger1 = roundno = 1
trigger1 = Time = 0
value = 191
[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 202
;---------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
[State 191, “ÁŽêŒø‰Ê]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 191,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s4,0
[State 191, ƒXƒe?ƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;-------------------------------------------------------------------------------
[Statedef 202]
type = S
ctrl = 0
anim = 202
velset = 0,0
[State 202, “ÁŽêŒø‰Ê]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 202, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S7,48
[State 202, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S18,21
[State 202, ƒXƒe?ƒg•ÏX]
type = ChangeState
trigger1 = animtime = 0
value = 0
Something's off about the regular standing guard. I don't think his hands should overlap with his body if that makes sense. They should be between him and P2, like the others.I think I see what you’re saying. I’ll check some of my references and make adjustments.
But amazing job as always.
So other SF3 chars do this pose for mid/blocking. Alex uses this almost exactly the same. Ibuki is also pretty closeI went back and forth with some of this myself. In my mind Bison is pretty unique but when I look over his past animations they really aren’t. I know if I was making something like final bison or something more like the animated movies I would do something like this or even a shield of some kind. This is really just going to be a pretty classic bison though.
https://www.justnopoint.com/zweifuss/
I'd like to see him have a more unique block like Q, but then that's a lot more work.
https://www.justnopoint.com/zweifuss/q/q.htm
Remy has his left arm kinda in the spot Bison has his, but I dont think the block looks good for him. Same for Nero/Twelve's block
PLEASE HIDE AIR BLOCK SPRITES IN THE SFF