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Messages by Sapphire Lament

    

Re: Character Intro Question

 November 01, 2010, 09:26:06 am View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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.)
    

Re: Character Intro Question

 November 01, 2010, 07:29:41 am View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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.
    

Re: Character Intro Question

 November 01, 2010, 07:02:12 am View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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.
    

Re: Character Intro Question

 November 01, 2010, 06:43:27 am View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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.
    

Re: Character Intro Question

 November 01, 2010, 05:28:37 am View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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.
    

Re: Character Intro Question

 November 01, 2010, 12:21:22 am View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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.
    

Re: Character Intro Question

 October 31, 2010, 11:18:59 pm View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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.
    

Re: Character Intro Question

 October 27, 2010, 09:46:52 am View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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.
    

Re: Character Intro Question

 October 25, 2010, 12:18:07 pm View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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. :)
    

Re: Character Intro Question

 October 23, 2010, 03:03:45 pm View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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?
    

Re: Character Intro Question

 October 23, 2010, 04:28:37 am View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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“////////////////////
    

Re: Character Intro Question

 October 21, 2010, 12:45:33 pm View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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.
    

Re: Character Intro Question

 October 21, 2010, 12:08:25 pm View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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.
    

Re: Character Intro Question

 October 21, 2010, 09:01:03 am View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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. :(
    

Re: Character Intro Question

 October 21, 2010, 07:52:16 am View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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!
    

Re: Character Intro Question

 October 20, 2010, 11:04:30 am View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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!
    

Re: Character Intro Question

 October 20, 2010, 06:58:32 am View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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!

    

Character Intro & Adding to Stage Question (SOLVED)

 October 19, 2010, 11:19:16 am View in topic context
 Posted by Sapphire Lament  in Character Intro & Adding to Stage Question (SOLVED) (Started by Sapphire Lament October 19, 2010, 11:19:16 am
 Board: M.U.G.E.N Development Help

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.