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Multiple Sff (Read 6358 times)

Started by Captain Storm, January 11, 2009, 08:44:19 pm
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Multiple Sff
#1  January 11, 2009, 08:44:19 pm
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Is ShugenDo planning on including this feature? I know this was a major feature of Infinity Cat.
Re: Multiple Sff
#2  January 18, 2009, 09:25:52 pm
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Is ShugenDo planning on including this feature? I know this was a major feature of Infinity Cat.

We have some discussion about this feature and how to implement it.
Currently its about why we need it ?
And is there a other way to do it?

Having multiple SFF in memory will also increase memory usage.
The main reason for multiple sff's are transformation as i understand it right.
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Re: Multiple Sff
#3  January 19, 2009, 11:10:45 am
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that and chars having multiple outfits
for example terry with his red vest and his brown jacket
Re: Multiple Sff
#4  January 19, 2009, 11:16:11 am
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Is ShugenDo planning on including this feature? I know this was a major feature of Infinity Cat.

We have some discussion about this feature and how to implement it.
Currently its about why we need it ?
And is there a other way to do it?

Having multiple SFF in memory will also increase memory usage.
The main reason for multiple sff's are transformation as i understand it right.

Pretty much for transforming and would allow for proper conversions of characters that have outfits changes, Krizalid from KOF, battle damage, like vega's claw and mask and Captain America with or without shield. and other unique features like Gill from SF3
Re: Multiple Sff
#5  January 19, 2009, 05:21:48 pm
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All those things you mention are possible with a single sff... the problems came from other sources to make it fully funcitonall tho.
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Re: Multiple Sff
#6  January 20, 2009, 12:16:58 pm
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Re: Multiple Sff
#7  January 20, 2009, 12:40:16 pm
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twelve?
Re: Multiple Sff
#8  January 20, 2009, 01:14:32 pm
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An accurate Twelve would be a nightmare to get working in Mugen conventions as we know them, but yes, an SFF change function would likely be part of it.
Re: Multiple Sff
#9  January 20, 2009, 03:48:32 pm
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Breakable objects like weapon, shield, more destroyed clothes during battle. I think it would be far more possible with multiple SFF
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Re: Multiple Sff
#10  February 08, 2009, 07:59:33 pm
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I think some people are getting too far wrapped into the multiple SFF.  SFF can specify a new field for each image that tells which form the player is in so that you can have 5000,1,0 and 5000,1,1 - with the third number representing form.  There would need to be a controller to load which form (that's capable of buffering over time maybe) because if you have multiple forms it might be a waste of resources to load all of them at once when knowingly being unused.  Then you only have one SFF and the same thing is accomplished.


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Re: Multiple Sff
#11  February 09, 2009, 04:18:27 pm
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Because I'm too bored to read your message, I have no idea what you're talking about. But I have a statement o he  :)

A reason for haveing multiple SFF's (as stated above) would be good to have multiple outfits, because this can be done in mugen, but it would take a lot of work to do it *See Below* plus one of the mentioned below would make it impossible to make costume patches.

Spoiler: How to make new costumes in mugen? (click to see content)

And for how this could be done is _ the character's definition folder says wich files indicate it' pallates and extra SFFs (and extra AIRs incase the alternate sprites indicate alternate attacks)

or a more realistic way could be(after remembering that in shugen, after selecting your character, you select your pallate) 
When you select your character at the select screen,  it then shows characters that are in the original character's folder

and maybe these can be designed in the original character.def as:
Code:
[Files]
def2 =    ;Alternate Character Verions (Can be left empty)
cmd     = kfm.cmd   ;Command set
cns     = kfm.cns   ;Constants
st      = kfm.cns   ;States
stcommon = common1.cns ;Common states
sprite  = kfm.sff   ;Sprite
sprite2 = kfm_bald.sff  ;Second spriteset
anim    = kfm.air   ;Animation
anim2 =   ;Second Animation set (Can be left empty)
sound   = kfm.snd   ;Sound
pal1    = kfm.act  ;Palettes (can have up to 12)
well only thing i can actually think of is haveing multiple files to specify the alternate character's files in one.
(sorry, i keep rethinking this, and i cant come up with something logical on the account of local disturbences and the need to end this)


Re: Multiple Sff
#12  February 10, 2009, 08:29:13 pm
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Hmm i am thinking about a better suited animation format in which you can solve those problems.

A mask  or other accesories should be defineable in the animation file.
And theri should be some how a controll to change those.

With multiple SFF we would waste a lot of space just for a char with a mask on and off or other accesories.
Besides the compatibilty to mugen files ShugenDo will also introduce new files.

The SFF format is quite old and not very suitible for current gen hardware.


 
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Re: Multiple Sff
#13  February 11, 2009, 12:21:43 am
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automask is cool, that way we won't have to worry about external factor modifying the current anim without the helper/explod noticing it.
Re: Multiple Sff
#14  February 15, 2009, 09:26:20 pm
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True. I guess a better suggestion would be allowing the player to redefine his characters' required animations and sprites to assure the proper affect with other characters.