Before reading further, I realize this is somewhat of an IKEMEN problem, but I still wanted to know if there is a way to do this using MUGEN features.
So yeah, I know it's a weird thing to even suggest (refering to the title), but we're seriously tempted to switch over to IKEMEN plus 0.3... however, there is a problem: certain delta values make stage sprites stretch horizontally or vertically as the screen zooms out. Yes, we could disable zoom, but we feel that would affect our game negatively.
Fortunately, I was able to concoct a way to emulate delta for stage elements by having them as helpers. One invisible helper (parent helper) would be placed at the position of the desired stage sprite and left alone there, while the other (child helper) would "posset" at the first helper's position, multiplied by the desired delta value. I was very happy with the results (I did this with some floating lamps in the dark temple stage) until I realized that I wouldn't be able to apply this with background elements that would inevitably "bump into" the ground, edges, etc. without overlapping them.
Unless, of course, as the title suggests, there is a way to have them go behind stage sprites.. somehow. I tried giving the helpers sprpriority -5, along with layerno set to 0 and 1 for the stage sprites. 0 is the default so it does nothing, while 1 overlaps all character sprites, so no luck. I would seriously rather avoid having to turn "everything" into explods/helpers, primarily because of the floor.
Re: Wrong palette only during certain states. But why ?
I don't know how FF Studio works (I've never tried it because I'm used to FF3 and it is fine for me), but, it's just the sprites doesn't share the same palette. Again, I don't know how to fix this on FF Studio, but in FF3, there's a button called 'apply the current palette to the specified sprites', which should fix it. In FF Ultimate and Classic, there's also an option called 'shared palette' or something like that. What is happening is that some of your sprites have a different palette, looks like the same, but in fact isn't.
i am back after 10000 Years and am trying to refresh my knowledge of Mugen.
and i am trying to code a version of Ken of Street Fighter. but i am having some problems.
if i open up Fighter Factory Studio and wanna test my char and choose the option current char vs current char, then both chars are standing. 1st char has red clothes. and 2nd char has blue clothes. everything is ok. but if i hit my opponent then the gethit palettes are shown in red. and that isnt correct at all. same goes for certain hypermove states. if my opponent does some hypermoves, then he is changing colors when he should not. can anyone please help me out here ?
Tenshi's Unique Skill: Awakening of Earth Spirits. Originally one of her alt skills from Hisoutensoku, it works in more or less the same way: the more times the keystone pulses, the more powerful an earthquake is released when Tenshi strikes it with a melee attack. The keystone can also be activated manually regardless of distance by pressing A again, but this has a set animation duration that may not be optimal in certain circumstances. All strengths must be blocked low, and will either cause no knockdown, a techable knockdown, or an untechable knockdown depending on how powered up the keystone is.
we do have several theaters that show anime movies , but i really don't like watching in cinemas too loud especially if the crowd is full of weebs and nerds ...i still go if someone invites me and if i do go with friends or a date usually we end up goofing around in the dark.
Re: Knuckles8864's WiPs - I will surpass that Guy! (And one Crazy Guy too.)