#1Posted by Luis in Hakuowlo from Aquapazza by CSX (Started by Luis June 23, 2018, 02:07:56 am
Board: Found Releases 1.0+
I'd like it at the end if he did the pillar thing at the end of the animation, like a little wink to God End.I dunno, a full pillar seems wrong to me, makes it a bit too similar to God End. I think having a bunch of explosions (rather than just one like CvS Rugal Execution) will do the job well enough. Alternatively, it might be interesting to try something similar to Mature's HSDM from 2002UM, where an Orochi pillar sorta appears, but the actual animation only uses the last few frames from the regular pillar animation:
I dont what your trying to do but I got my to work for ikemen plus only problem its the timing adjustment on the intro and timing adjustment on the lifebars rounds setting timer and fight setting timer in the fight.def and stage.defAmidweiz, now that's what I'd like to see more - fully designed feature request with explanation how it should work internally. If you upload a sample stage that could be used for tests (with stageIntroCtrlID already set and BGCtrl coded to display something before the characters have statedef 5900 assigned and internal lifebar counter starts) I think I will be able to handle the implementation.
As for the second part I think the more flexible approach would be treating stage somewhat like a character, so that it can use CNS, AIR, SND files referenced in stage DEF file, which would open gate for proper stage interactivity:Code:[Files]With this in place it would be a matter of controlling actual characters behavior via stage cns code instead of depending on fightfx air and tons of new stage parameters. For example if stage has stageIntro = 1 parameter set than characters are not forced into statedef 5900 at the start of the round - they wait for stage to control them and change their state to 5900. Should be doable with my current understanding of the engine (I hope)
st = somename.cns ;States
anim = somename.air ;Animation
sound = somename.snd ;Sound
Sounds good, I'm going to send you the stage that was shown MangeX's video and the one I initially shown (CVS Pro Train stage and KOF 95 Garou stage). The Train stage for the stage intro (It's not the best example of a stage intro but it is one) and the Garou stage for the water effects and possibly the movement (as shown in the video I first showed for the request https://youtu.be/lTMwD9ybSAQ?t=9m2s ) here is the link to them two http://www.mediafire.com/file/2hj6lnnk7hpihag/stages.rar . I'll see if I can make a mock implementation for the other requests later
I suppose she's not as popular as I thought... Still, she's gotta be more popular than Shermie though right? Shermie was only in like two KoFs right?Yeah but she was part of the Orochi team which was very popular. I mean, maybe she's not a big figure on her own but the Yashiro+Shermie combo (Chris is paired with Orochi) is very appreciated among fans of the Orochi saga. That story itself was KoF's defining trait, and then NESTS dropped the ball story-wise and became weird with the emo biker clone and the S&M master (Krizalid), so the Orochi saga is still the first thing you think about when talking KoF, and Shermie just pops up by ricochet.
Easily fixed by instead upscaling the sprites using the nearest neighbour algorithm.Beat me to it. Also with this method you'll have way less colorloss. win/win