YesNoOk
avatar

Adding new hitsparks (Read 1060 times)

Started by LaQuak, December 03, 2007, 03:28:13 am
Share this topic:
Adding new hitsparks
#1  December 03, 2007, 03:28:13 am
  • ****
    • www.justnopoint.com/Masters/
Hey again guys. Im back with another question with a issue where I am stuck with making new hitsparks apear. This is the problem I am having.

Im using Fighter Factory, with Electbyte Player template. I've added all the basic animations, attacks ect. So the next part of my creation is to use different hitsparks. Im sure yall know that electbyte template gives already made sparks and I am familiar that in order to change the sparks I have to modify sparkno and   sparkxy in the hitdef of constants in each attack.

So I already have the hitsparks saved in .pcx but their background is Black, and use Purple background for my transperency. I've read up on a tutorial about what I should do and also looked at other characters in FF and their sparks also had a different background color then their transperancy color. This is where I got a bit confused. Do i need to have new hitsparks use the same background color as the one for my transperancy (in this case Purple)?

I also did trial and error. I applied the hitsparks to my template which is what I am ultimately supposed to do anyway but they still came up as black background color so I then went to animation clicked + to add a new animation and put in group #. Chose my sparks from the dropdown menu on the bottom and added them in as a group. Made the time on all frame smooth and everything and went to constants and added the appropriate # to the sparkno. ran mugen and saw nothing. not even the hitspark u get from template.

Any suggestions?
Re: Adding new hitsparks
#2  December 03, 2007, 03:51:17 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
I trust they're .pcx images.

You don't need to use the same pallete for them unless you want them affected by alternate .act files. Provided the sprite is set up correctly, transparency will be fine.

Remember, to use sparks from your own .sff as hitsparks they must be preceded by S

S6000 for eg.

In addition, check youve put a time on each frame. FF displays them ok with time = 0 but mugen ignores them. Will ignore all if the first sprite is 0 too.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Adding new hitsparks
#3  December 03, 2007, 04:07:44 am
  • ****
    • www.justnopoint.com/Masters/
Thanks for a quick reply.
This is what I did. Clicked the 1st image of my character. Went to Pallets Edit window and on the right screen I clicked add on the right and opened all the hitsparks and saved them in my characters folder and then saved the .act file. Open the sprites and they had a bit of distorted color so maybe I should do them as a different pallete maybe?

Nonetheless I went to animations and added a new animation + ..opened the spires window on the bottom drop down added a group of 18 to the animaton, took the 1st one out (clean image). Set 1 as frame skip so it was smooth. went to hitdef of Light Punch and put in s8000 instead of 0. ran mugen and no hit sparks showed. What could be wrong. And im sorry to bother as well but Id like to get those done before I call it a day tonight hehe
Suggestions?

Edit-

Got it working with trial and error and your help. Had to make a new pallete though. Thank you very much. I see the hit spark flash on the very top of the screen ROFL which means that sparkxy is set wrong. How can I find the right sparkxy#'s for it. I read in tutorial that you can see them in sprite window or something?

-Edit again.

Disregard that. Toying with x's and y's a bit made it work just right. Thank you very much for your help Cyanide. I really appretiate it

Last Edit: December 03, 2007, 04:26:03 am by laquak
Re: Adding new hitsparks
#4  December 03, 2007, 04:52:53 am
  • ****
    • www.justnopoint.com/Masters/
Also one more thing on these sparks. Most of my regular attacks and most likely other specials are/will be double hit. How do I code in that it uses more then one spark animation in a combo type of attack for future refrence.

I tried adding another line of sparkno and sparkxy to the same attack but that didnt work.
Re: Adding new hitsparks
#5  December 03, 2007, 07:06:21 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Well you can set up an extra hitdef which is the easy no nonsense method.

Or you can set your sparks up in sequence (6000,6001,6002) and use a line like

sparkno = S(6000+hitcount)

that would take you to the next one. The other option would be

S(ifelse(hitcount = 0, 6000, 6002)

You can keep embedding ifelse if you have to but those are your available methods.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Adding new hitsparks
#6  December 04, 2007, 02:37:58 am
  • ****
    • www.justnopoint.com/Masters/
My sparks so far are in 4 groups. 8000, 8001,8002 and 8003
What I want to toy with is my standing strong kick which is a 2 hit attack so that we know.
I tried puting in a line like this
sparkno = s8003, s8001 but that didnt start the debug mugen. I looked at other characters sparkno but I just cant seem to figure out exactly what to put in that line for a different hitspark on the 2nd hit of that attack. Some characters line had like (random%8) so I dont know what that meant.
I tried sparkno = s(8003+2)
Just cant seem to get it for some reason. Do you know what I could be doing wrong. Again I appolgize for nooby questions its just im more of a better learner if someone shows me one time then Im good.
Last Edit: December 04, 2007, 03:27:14 am by laquak
Re: Adding new hitsparks
#7  December 04, 2007, 05:11:01 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Well your first is an incorrect format for a spark number.

+random%5 is a way of saying display spark 1, then add a random number from 0-4 to it to display any of sparks 12345.

If you want a definite second spark happening, just create another hitdef, odds are you want the second hitdef acting differently anyway.

ifelse, which is the other option in this instance. That checks a condition and if it finds it true evaluates the first value, otherwise it activates the second option.

Go with second hitdef for now. Provided they have different triggers you can have 2 hitdefs in a move.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Adding new hitsparks
#8  December 04, 2007, 08:28:38 am
  • ****
    • www.justnopoint.com/Masters/
Will do. Ill also trial and error a bit. Thanks again man.
Re: Adding new hitsparks
#9  December 05, 2007, 01:13:20 pm
  • ****
    • www.justnopoint.com/Masters/
Also. Does the same apply to guard sparks when they block?.

Add the sparks in same as the above, make new animation with + and add a line guard.sparkno = s8100  ect. in the hitdef of the attack.?

There is also 2 lines on the top wit the default spark no. already set Do I change those with the Electbyte Template to mine?
Re: Adding new hitsparks
#10  December 05, 2007, 08:59:39 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Ignore those, they're fightfx.air and will only function if you don't specify a spark, as you're using customs and changing them round, you may as well use the function in the hitdef.

And yes, same deal with the guard spark, everything i wrote there will apply to that as well.

In fact, most of what i wrote will apply to velocities, sounds, damage, just about everything apart from hitflags and animtype, i think. I can't remember if string values are ok in ifelse, i think they broke. It's one of those things you don't really have to do so you don't work out the issues. Anyway, extra hitdef is the easiest solution, just change everythign you need to for the second hit.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Adding new hitsparks
#11  December 05, 2007, 11:57:44 pm
  • ****
    • www.justnopoint.com/Masters/
thanks again man. greatly appretiate it.

Im at a jam again after messing with guardsparks. I do everything as before but since they are so small I cant seem to locate them with the x and y's lol..but heres the weird part. I used a hit spark that worked when I hit as a guard spark right. I see it in the air since its easy to notice cuz its larger. I added another sparkxy underneath the guard.sparkno but it stays in the same place in the air.. I tested with new sparks that ill probably use which are bigger for me to see and identify on the small screen but they are stuck in the ground. Seems that I have to work with the guard.spakrno xy but is there such a thing for them?. Think you can help again Cyanide?
 
Last Edit: December 06, 2007, 02:48:35 am by laquak
Re: Adding new hitsparks
#12  December 06, 2007, 04:53:14 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Sparkxy does both guard and hit. I'd say it's to do with your .air or .sff alignment. Best place for ANY spark is the center on the axis in the sff and left alone in the .air. I suggest making sure your hitsparks and guardsparks are aligned essentially the same.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Adding new hitsparks
#13  December 06, 2007, 04:58:44 am
  • ****
    • www.justnopoint.com/Masters/
ah alright i think that will fix my issue. come to think of it now I did put them in a different alignment. Hey man thanks a bunch dude. you dont know how much I appretiate your help Cyanide..cheers