Sorry for this being my first post; I actually should of posted in the introductions forum. I may do that later! However I been searching around the forums and the search bar. I haven't found a direct answer, that would answer my question specifically. So I know kung fu man has a story that plays at the beginning when you choose him for arcade mode. I am also aware there is an intro and ending storyboard. I was curious if there was a way for me to make cut-scenes similar between that. Basically after every opponent that is defeated in arcade mode, there is a cut scene afterwards for each one of them.Is this possible? Do I need a certain program or software to make something like this?? I have adobe flash and photoshop etc. I just am curious if there is ways around to actually doing this. Much thank you and appreciation for anyone who can help!!
You're saying something like the "after fight cutscene" like on Street Fighter II séries?[Not exactly the same thing, but similar to this]It's possible when you are making a fullgame[using explods, triggers, special states with ''enemyname'', etcetera]Repeating: It's possible ONLY if you're decided to make a fullgame[For cutscenes with the enemy character].EDIT: And other thing, If you want to make this on a fullgame, I recommend to you use the common fightfx for general things[Especially the cutscenes, since you will probably put multiple characters]EDIT 2: If you want to make your own cutscenes, any program is usable[Like Adobe Flash as you said], but I recommend also to you use Infranview to convert the animation frames to 256 colors.
ShinZankuro said, November 14, 2014, 06:49:27 amYou're saying something like the "after fight cutscene" like on Street Fighter II séries?[Not exactly the same thing, but similar to this]It's possible when you are making a fullgame[using explods, triggers, special states with ''enemyname'', etcetera]Repeating: It's possible ONLY if you're decided to make a fullgame[For cutscenes with the enemy character].EDIT: And other thing, If you want to make this on a fullgame, I recommend to you use the common fightfx for general things[Especially the cutscenes, since you will probably put multiple characters]EDIT 2: If you want to make your own cutscenes, any program is usable[Like Adobe Flash as you said], but I recommend also to you use Infranview to convert the animation frames to 256 colors.Yes! exactly like this!! Some at the beginning, some after the battle, and even both before and after! I like what you are telling me so far! Forgive me however, I seriously am learning to do screen packs and all that jazz. I am actually new when it comes to screen packs etc. but I believe I have the tools and some graphics experience to maybe bring something epic! So I probably got a long way to go, but I do know some coding and the basics of animation in fighter factory. I just want to have a good story to go with it. Is there any examples to show; or coding methods you would recommend for the storyboard possibly? Also for the fightfx, you're talking about the .sff file fightfx if I am aware ShinZankuro??Edit: also, yes I will be making my own cutscenes for them! I will for sure check out infran!
You would need to place both characters in a custom state for the final hit of the match & use a trigger like p2name = "Ryu" to read who the opponent is. Put all the sprites and sounds in the players custom state. When the conversation is finished then send the opponent to the death state 5150 to end the match.Example of how to trigger such an event from [statedef -2] after the match is over :[State -2, Let's Chat] ;send opponent to custom statetype = TargetStatetriggerall = movehittriggerall = stateno = [200,499] ;(Best not to choose air attack states or you will need to make them hit the ground before the conversation starts.)trigger1= p2name = "Ryu" ;name of opponenttrigger1 =p2life=0trigger1=MatchOvertrigger1=P2Dist Y =0 ;Guarantee the opponent is on the ground.trigger1 = StateType != A ;Guarantee your on the ground.value = 10000persistent = 0[State -2, Let's Chat] ;player 1 go custom statetype = ChangeStatetriggerall = movehittriggerall = stateno = [200,499] ;(Best not to choose air attack states or you will need to make them hit the ground before the conversation starts.)trigger1= p2name = "Ryu" ;name of opponenttrigger1 =p2life=0trigger1=MatchOvertrigger1=P2Dist Y =0 ;Guarantee the opponent is on the ground.trigger1 = StateType != A ;Guarantee your on the ground.value = 10001ctrl = 0;----------------------------------------------------------For Intros just place these triggers in your intro state 190 or 191. For example Ryu Vs Ken. ;In Ryu's Intro[State 190, vs Ken]type = ChangeStatetrigger1 = p2name = "Ken" value = 10050 ;In Ken's Intro[State 190, vs Ryu]type = ChangeStatetrigger1 = p2name = "Ryu" value = 10050;-----------------------------------------One final tip is to make sure you place your text explosions on postype = Left or they will turn depending what teamside your on. Hope this helps you get started and here is an old video of one that I made. Vid : http://youtu.be/hfNaYxI_nko
ELECTR0 said, November 14, 2014, 08:05:35 amYou would need to place both characters in a custom state for the final hit of the match & use a trigger like p2name = "Ryu" to read who the opponent is. Put all the sprites and sounds in the players custom state. When the conversation is finished then send the opponent to the death state 5150 to end the match.Example of how to trigger such an event from [statedef -2] after the match is over :[State -2, Let's Chat] ;send opponent to custom statetype = TargetStatetriggerall = movehittriggerall = stateno = [200,499] ;(Best not to choose air attack states or you will need to make them hit the ground before the conversation starts.)trigger1= p2name = "Ryu" ;name of opponenttrigger1 =p2life=0trigger1=MatchOvertrigger1=P2Dist Y =0 ;Guarantee the opponent is on the ground.trigger1 = StateType != A ;Guarantee your on the ground.value = 10000persistent = 0[State -2, Let's Chat] ;player 1 go custom statetype = ChangeStatetriggerall = movehittriggerall = stateno = [200,499] ;(Best not to choose air attack states or you will need to make them hit the ground before the conversation starts.)trigger1= p2name = "Ryu" ;name of opponenttrigger1 =p2life=0trigger1=MatchOvertrigger1=P2Dist Y =0 ;Guarantee the opponent is on the ground.trigger1 = StateType != A ;Guarantee your on the ground.value = 10001ctrl = 0;----------------------------------------------------------For Intros just place these triggers in your intro state 190 or 191. For example Ryu Vs Ken. ;In Ryu's Intro[State 190, vs Ken]type = ChangeStatetrigger1 = p2name = "Ken" value = 10050 ;In Ken's Intro[State 190, vs Ryu]type = ChangeStatetrigger1 = p2name = "Ryu" value = 10050;-----------------------------------------One final tip is to make sure you place your text explosions on postype = Left or they will turn depending what teamside your on. Hope this helps you get started and here is an old video of one that I made. Vid : http://youtu.be/hfNaYxI_nkoWow!! Amazing stuff! You will be getting a subscribe soon. Cheers and much thank you for the information; that helped a lot to get me ideas. I was curious if I created a custom state for the vs. player I wanted. Would these be triggered also, on different modes if I VS. the same character??? Or only on arcade?? Either way it goes, I am happy this is possible to do!!My last worry besides that one; lets say it is the final fight. Lets say I wanted to use Ryu for the whole arcade story, but for the final fight (1st player myself) I wanted to be omega Ryu. Would I need a helper custom state and need to re-create all the custom states and regular move states for omega Ryu all over inside the original Ryu def/sff/cns files then?? edit: Meant to say recreate omega ryu inside the original ryu files to activate it in arcade mode for the final draft/fight.edit 2: I think to stop the triggering, what I'll do is make a duplicate character, one for the story (not selectable possibly for the character screen) and the other duplicate selectable but doesn't trigger a story when vs. (I hope this is possible to do)that leaves the only question left about Ryu and the Omega Ryu one!
You can trigger it by playing against the same character. It will automatically work in every mode unless the mode is specified. I have no idea about the Omega Ryu thing. I suggest to look at Juano16's MK chars and how diff chars are triggered by palselect.
How about if you just wanted a video after every fight played regardless of the players(non player specific )? Can you make something like that ? Or even a "no" continue video? If so, how would you code such a thing?