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Hitspark Layering?? (Read 259 times)

Started by Saikoro, April 14, 2012, 05:48:27 am
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Hitspark Layering??
#1  April 14, 2012, 05:48:27 am
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I recieved an interesting PM by BT52694. He was wondering if hitsparks could be layered so that they fall behind the KO animation that activates. Here's the screenshot:



I was looking through the fightM.def file and I couldn't find/ come across any layering denotations. I also assumed this is a character by character basis: If a character doesn't include their own custom sparks, the default system animations are used. Therefore, layering cannot be adjusted in this case. And quite frankly, I do not know how to manipulate hitspark layering.

Is it indeed possible to layer hitsparks so that they appear on screen properly??
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Re: Hitspark Layering??
#2  April 14, 2012, 11:39:30 pm
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hitsparks are created via a hitdef. They are always classed as ontop = 1. So they will layer based on creation time. If they are created after the KO animation, they will appear on top of it, regardless of if that KO is spawned with layerno = 1 or not. The only way you could truly prevent this would be to use helper hitsparks and give them a sprpriority rather than their ontop equivalent.

Otherwise don't show the KO animation until both characters stop moving.


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Re: Hitspark Layering??
New #3  April 14, 2012, 11:45:29 pm
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Ah. Thanks Cyanide. I love your prompt replies and your vast knowledge of Mugen. I personally prefer having the KO play just as the player is knocked out. I'd rather deal with a slight graphical hiccup instead of recoding my entire roster.

Marked as solved.  ;D
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I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Last Edit: April 14, 2012, 11:49:00 pm by Saikoro