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Optional Animation Standards (Read 210528 times)

Started by Jmorphman, February 16, 2012, 03:40:11 am
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Optional Animation Standards
#1  February 16, 2012, 03:40:11 am
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This is a list of optional animations that you can include in your characters to make them compatible with certain aspects of other characters, or to make certain special attacks of theirs look better.

Spoiler: Vertical spinning - 5250, 5251 (click to see content)

Spoiler: KOF hard knockdown - 5420, 5421, 5422, 5423, 5424, 5430 (click to see content)

Spoiler: Hit by Hammer Throw/Stuck In Ground - 5888 (click to see content)

Spoiler: Standing Guard Crush - 5910, 5911, 5912, 5915 (click to see content)

Spoiler: Crouching Guard Crush - 5920, 5921, 5922 (click to see content)

Spoiler: Jumping Guard Crush - 5930 (click to see content)

Spoiler: Throw Escape/Tech Hit - 5940 (click to see content)

Spoiler: Throw has been escaped out of - 5945 (click to see content)

Spoiler: Collapse/Cheese Kill/Crumple/Face-down collapse - 5950, 5955, 5330, 5130, 5131 (click to see content)

Spoiler: Demon Transformation/Red Arremer Transformation - 5960 (click to see content)

Spoiler: Animal Transformation/Goddess Athena Transformation - 5965 (click to see content)

Spoiler: Hit by Kaoloon's Prediction - 5980 (click to see content)

Spoiler: Spinning Horizontally/Hit by Anakaris' Naraku no Ana/Pit of Darkness - 7008 (click to see content)

Spoiler: Rolled up into a ball/Hell Dunk/Spirit Roller - 7688 (click to see content)

Spoiler: Seppuku - 7694 (click to see content)

Spoiler: Massive Bee Stings - 7695 (click to see content)

Spoiler: Electrocution - 7696, 9010, 9011, 9012 (click to see content)

Spoiler: Burned - 7697 (click to see content)

Spoiler: Bloated Up - 7780 (click to see content)

Spoiler: Midnight Bliss/Pharaoh Decoration - 9020, 9021, 9022, 9025, 9026, 66660, 66661, 66662, 99020, 99021, 99022 (click to see content)

Spoiler: Pharaoh's Curse/Royal Judgement/Retro Mutagen - 19030, 19032, 19034, 19035, 19036, 19038, 19039, 19040, 19050, 19052, 19054, 19055, 19056, 19058, 19059, 19050 (click to see content)


the following have things not yet listed, if you're looking for something and it's not here it's probably below
http://shakesdream.web.fc2.com/SpecialStatus_top.html
http://shakesdream.web.fc2.com/AnimNo.html
I hope to cover everything listed in these links, eventually

Spoiler: unsorted, incomplete descriptions (click to see content)
Please tell me if you see anything missing, and it would be extra helpful to have information on the missing stuff besides just the name. :P

this is gonna be a fun project
what have I gotten myself into???
Last Edit: December 07, 2017, 04:12:28 pm by Just No Point
Re: Optional Animation Standards
#2  February 16, 2012, 04:41:56 am
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IIRC CFJ's midnight bliss is simply a transformed sprite whereas Savior has 3-4 sprites for each character over the animation.

The "horizontal" spinning has them spinning flat. Assume they're lying on their back and spinning in a circle like that. AFAIK the animation is really only using in darkstalkers.


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Re: Optional Animation Standards
#3  February 16, 2012, 04:45:09 am
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IIRC CFJ's midnight bliss is simply a transformed sprite whereas Savior has 3-4 sprites for each character over the animation.
I know, I was just hoping there was an animation standard that let you plug in that sprite for a CFJ style Midnight Bliss.

Because otherwise I changed the palette template for Guile for naught.
Last Edit: February 16, 2012, 06:59:57 am by Brakmorphman's Dad
Re: Optional Animation Standards
#4  February 16, 2012, 09:01:16 am
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IIRC CFJ's midnight bliss is simply a transformed sprite whereas Savior has 3-4 sprites for each character over the animation.

The "horizontal" spinning has them spinning flat. Assume they're lying on their back and spinning in a circle like that. AFAIK the animation is really only using in darkstalkers.

Colossus also uses it on his throw. I have never seen it used on mugen tho.
Re: Optional Animation Standards
#5  February 16, 2012, 09:29:33 am
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Good topic, now add animations. ;D
Also, sticky this guys.
Re: Optional Animation Standards
#6  February 16, 2012, 03:41:46 pm
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Add dash colision, perhaps remove the ones that were for jnp stuff since no one will use those.  Add maybe peketo fatality?

Alessi childification move.

BALL move from darkstalkers ( used in hsienko bowling ball move and in lord raptor )
Re: Optional Animation Standards
#7  February 16, 2012, 04:16:25 pm
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Quote
7698 - Scream
Reserved for TDS' SFvsDS game.


7699 - Paralyzed
Reserved for TDS' SFvsDS game.

Ummm, think you can remove this  o_O I don't even remember what the scream was for!
Re: Optional Animation Standards
#8  February 16, 2012, 07:44:01 pm
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No one has attempted to come up with standards for Darkstalkers' severed body sprites, have they? Would need the following animations:

-Lower body standing
-Lower body falling through the air
-Lower body lying on the ground
-Upper body in midair (flipping)
-Upper body lying on the ground
-Standing recovery (*this may not be necessary, but Huitzil has unused sprites for it)
Re: Optional Animation Standards
#9  February 17, 2012, 02:28:19 am
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It's possible they could fit in with Samsho standards, no?
Re: Optional Animation Standards
#10  February 17, 2012, 03:12:25 am
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Do you have a resource for those? They don't seem to be on the list at the start of the topic, and I haven't had any luck with Google.
Re: Optional Animation Standards
#11  February 17, 2012, 09:20:01 am
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Here are some KOF anim standards:

For anims 5050,5060,5080,5090,5100,5110,5120,5150,5160 and 5170, you need 2 extra animations for up/diagup hits respectively (i.e.5051,5052). Besides 5050 and 5060, all of these anims are duplicates.  I recommend that anims 5160-5162 have their y axis decreased by 20 to fit mugen's bounce states (also 5161/2 should have 2 frames, the latter with time = -1) If you need to see example sprites, I can update this section.

Here are the optional KOF anim standards:

5900 - Counter Wire



The character is sent flying towards the wall. The number of frames in KOF is 2 (with the last frame at time = -1), but I believe that this is a looping anim in JJBA

Note: this anim has no effect on state 5900 :P

5970,5975 - Blue Mary M.Spider and Crab Clutch

This sprites exist for every KOF character from 97-XI, there's no excuse not to add them now that there is a more recent Blue Mary available.  ;)

If you want to add the M.Spider get hit anim it should look like this in the .air:

[Begin Action 5970]
5970,0, -35,0, 24
5970,1, -35,0, 5
5970,2, -35,0, -1

*Note: sometimes even with aligned sprites, the x pos may not be the same, in this case you'll have to adjust the x to fit manually

If you want to add the Crab Clutch get hit anim it should look like this in the .air:

[Begin Action 5975]
5975,0, 64,0, 15
5975,1, 64,0, 15
5975,2, 64,0, -1

Other anims for KOF get hits (like hard knockdown) are best left custom, like throws. Here are some examples:

; KOF Skidding
[Begin Action 1403]
Clsn2Default: 1
  Clsn2[0] = -48, -32, 47, -1
5040,0, 0,0, 2
5040,0, 3,0, 2
Loopstart
5040,0, 0,0, 2
5040,0, 3,0, 2

; KOF Skidding Stop
[Begin Action 1404]
Clsn2Default: 1
  Clsn2[0] = -48, -32, 47, -1
5040,10, 0,0, 9

; KOF Hard Knockdown
[Begin Action 1352]
Clsn2: 1
  Clsn2[0] = -48, -32, 47, -1
5012,20, 0,0, 2,VH
Clsn2: 1
  Clsn2[0] = -48, -32, 47, -1
5012,10, 0,0, 6,VH
Clsn2: 1
  Clsn2[0] = -48, -32, 47, -1
5030,40, 0,0, 4
Clsn2: 1
  Clsn2[0] = -48, -32, 47, -1
5030,30, 0,0, 4



Anakaris Curse / Retro Mutagen Animation Standards
#12  February 17, 2012, 05:59:31 pm
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You'll need to include these special animation numbers mapped with blue CLSN boxes in your character if you want them to become transformed when hit by Thomas Hsieh's Anakaris's special attack"Royal Judgement" or my upcoming Shredder's Retro Mutagen Ray

note: All animations must be mapped with Blue CLSN
Stand  - 19030
Crouching - 19032 (usually this is the same as standing animation)
Walking Forward -   19034
Walking Backward - 19035
Jumping Animation- 19036
Jump Start Frame- 19038
Jump Land Frame- 19039
Get Hit Frame - 19040

If you include special transformed sprites in your character and assign them to the numbers listed above they should be compatible when Anakaris Performs the move Royal Judgment D, DF, F + P (Air only)
Spoiler, click to toggle visibilty

You can get Thomas Hsieh's Anakaris here to test & implement this for yourself: http://hsiehtm.tripod.com/mugen/chars.html

Good luck!
Last Edit: February 17, 2012, 08:05:08 pm by Dcat
Re: Anakaris Curse / Retro Mutagen Animation Standards
#13  February 17, 2012, 11:02:20 pm
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Re: Anakaris Curse / Retro Mutagen Animation Standards
#14  February 17, 2012, 11:06:15 pm
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Last Edit: February 17, 2012, 11:10:26 pm by Dcat
Re: Anakaris Curse / Retro Mutagen Animation Standards
#15  February 17, 2012, 11:11:05 pm
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Re: Optional Animation Standards
#16  February 21, 2012, 09:43:17 am
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Alessi childification move.

Unfortunately, until someone else that isn't H" releases an Alessi (or patches his) it can't be a standard. The coding only only triggers for certain name AND authorname parameters (ie: warusaki3's Black Polnareff and bad darkness' Kahn)
Re: Optional Animation Standards
#17  February 22, 2012, 05:45:35 pm
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8055000-8055999: Character trait identifiers By Messatsu.
This is a simple, painless method that can be added into any character to make interactions function better. For instance, CvS Vega's intro vs. beautiful women, or ugly people; then there's blood color or hit sounds (should a robot bleed? do androids dream of electric sheep?). Simply add these as air entries into your character (sprite reference or animation info is totally unimportant, just as long as the animation entry is present and valid).
(Not finished just yet...will be all up in a bit) or not?
This one interests me a lot, but I still don't get it about anims. I mean, this standards are supposed to be used for intros, aren't they?? And the anim should be blank, or addin a piece of code and some stuff like that?? Someone explain me this detailed, please :)
Re: Optional Animation Standards
#18  February 22, 2012, 07:24:34 pm
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These are just trait identifiers, so for example if you're making Ryu :
He's a
8055001 - Male
8055014 - Middle Aged
8055020 - Human
8055030 - Blood color Red
8055040 - Armor Type / Body Composition None
8055047 - Blocking Armor Type None
8055054 - Unarmed
8055062 - Average
8055065 - Really Dorky
8055074 - Absolutely Moral (?!)
8055083 - Smart
8055092 - AI Average
etc.

You define these anims for your character, using a blank anim, ie. :
[begin action 8055001]
-1,0, 0,0, -1

This way, your character can be identified by others.
It can be used for intros or winquotes (mocking girls, mocking ugly people, shouting on evil people, etc.) , but also for many other things, for example :
- changing the hitsounds if the opponent is a robot.
- modifying the color of the blood spark when you're using a samurai shodown character and the opponent's trait says his blood is green/blue/whatever.
- Scaling the AI depending on the opponent's AI.
Re: Optional Animation Standards
#19  February 22, 2012, 07:25:26 pm
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You use enemy,selfanimexist(n) as your trigger to see if the opponent has those anims.
Re: Optional Animation Standards
#20  February 22, 2012, 07:30:05 pm
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We need a "grabbed by the neck" optional animation. you know a real one that doesn't use going up anims or sprites. I found myself editing those with ease to create the required sprites for this kind of animation for my game.

(CVS chars are easy because they already have good sprites that fit the getting grabbed by the neck anim but others like KOF kinda lack those on most of the chars).
Re: Optional Animation Standards
#21  February 22, 2012, 07:34:10 pm
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Alessi childification move.

Unfortunately, until someone else that isn't H" releases an Alessi (or patches his) it can't be a standard. The coding only only triggers for certain name AND authorname parameters (ie: warusaki3's Black Polnareff and bad darkness' Kahn)

I believe Warusaki's Dio has the same deal with his blood sucking move, it triggers from within Dio himself and with certain parameters for both fields unless I'm mistaken.
Re: Optional Animation Standards
#22  February 22, 2012, 09:47:28 pm
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Thanks Cyb and Koop for the explanations ;) I've some other minor questions about these anims:
-How many characters used those anims as you know?? I can't tell you since I recently know about this
-For my character, I've only to add those anims to recognize my character or it needs to be code added??

Also, for MK Fatalities, for which characters are applied those anims?? I mean, I used Borghi and Juano13 states for Eric (and I hope for more of my chars) and I didn't use those anims. Also, someone could add those anims to the list
Re: Optional Animation Standards
#23  February 22, 2012, 10:22:27 pm
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I used them in NxC Ryu. I think POTS used them at some point in his characters too.
Dunno more.
Re: Optional Animation Standards
#24  February 24, 2012, 03:45:55 am
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HELLO YOU GIRLY FUCKS

  • 5130,5131 - Collapse
    5130 (falling to knees)
    5131 (on knees and falling to ground)

    Also called Cheese Kill (Blocking an attack and dying from the chip damage), but certain mugen characters also trigger this animation (Notable examples include BBH's Baby Bonnie Hood and Orochi Herman's Shadow DIO). There is no fixed time on either animation, nor a sprite requirement, other than previously stated.
    Examples: Guard an attack in SvC Chaos, CvS, KoF, or a few other game series, and die from chipping damage. This is also called a 'Cheap Finish' in some games.
    Special Notes:
    1) SvC Chaos characters have the fighter fall forwards, instead of backwards...but rise from the ground facting upwards. With this in mind, it'd be best to use 5950 for the Cheese Kill anim (See index number 5950) for the character. Even if you do this, anims 5130 and 5131 can still be used as special hits, granted you can supply the appropriate sprites. (CvS Pro on the PS1 may be a good source for these). Disregard this if you've added in the respective anims to take the different lie down position into account.
    2) The following info on the state structure for these is provided by Orochi Herman, who primarily set up this standard:

    Code:
    Here is the state below. 5130 AND 5131.

    ; Collapse
    [Statedef 5130]
    type = U
    movetype = H
    physics = S
    anim = 5130 + (2 * (selfanimexist(5132) && statetype = C))
    ctrl = 0

    [State haha]
    type = DefenceMulSet
    trigger1 = 1
    value = 1
    ignorehitpause = 1

    ; Insert bits of coding here, including hurt sound, or whatever

    [State haha]
    type = ChangeState
    trigger1 = anim = 5130 || anim = 5132
    trigger1 = animtime = 0
    value = 5131

    ; Collapse (lying Down)
    [Statedef 5131]
    type = L
    movetype = H
    physics = C
    anim = anim + 1
    ctrl = 0

    [State haha]
    type = PosAdd
    trigger1 = AnimElem = 1
    x = 30 ; measure this from the original animation.
    ;If your character does not have a posadd in their collapse anim, you may remove this controller.

    [State haha]
    type = ChangeAnim
    ;trigger1 = !animexist(5130)
    ;trigger1 = !animexist(5131)
    trigger1 = anim = 5131 || anim = 5133
    trigger1 = AnimTime = 0
    value = IfElse(SelfAnimExist(5111), 5111, 5110)

    [State haha]
    type = ChangeState
    trigger1 = Anim = [5110,5111]
    value = 5110 + IfElse(Alive, 0, 40) ;;HIT_BOUNCE

  • 5132,5133 - Collapse while crouching
    5132 (falling to knees)
    5133 (on knees and falling to ground)

    Same as 5130-5131, only for crouching.

  • 5180,5181 - Stagger
    5180 (staggering)
    5181 (recovering)

    Used in many games such as GGXX, Inyuasha, Mortal Kombat, and others. The character staggers back, then recovers.
    5180 has no fixed time; in fact, it's recommended that it loops.  5181, however, should ideally last for 3 frames.  For both anims, all frames require collision boxes.

  • 5250,5251 - Vertical spinning 
    5250 (going upwards)
    5251 (going downwards)

    When hit by certain attacks, the character flies through the air, spinning. Several mugen creations use these as special hits. If fact, 5251 can use the same sprites and amin timing as 5250, just with all the sprites flipped vertically. Very common.
    Standard setup:
    Requires collision boxes.
    (Timing is 2 ticks per frame)
     5250
    0: Facing left (opposite dirrection you'll commonly see the character face)
    1: Facing midway between left and towards the screen
    2: Facing midway between right and towards the screen (mirror of 1)
    3: Facing right (mirror of 0)
    4: Facing midway between right and away from the screen
    5: Facing midway between left and away from the screen (mirror of 4)
    Example: Saotome Cyclone from MvC
     5251
    Exactly the same and 5251, only V flag is applied to all

  • 5301 - 'Birdies'
    When hit by some of Hsien-Ko's weapons and knocked out, a trio of little chibi like sprites of the character encircles himself/herself.
    Example: Some of Hsien-Ko's (aka Lei-Lei's) hits cause this to appear.

  • 5330 - Super Slash Collapsing
    Found in SS (apparently...going from Roque's Nakoruru here). Very much like 5130 and 5131 rolled into one continuous animation.

  • 5900 - Wire Damage
    Simple, and straightforward. KoF related.

  • 5910,5911 - Guard Crush (Split)
    5910 (Guard has been crushed)
    5911 (recovering)

    If a character blocks too many attacks in a short period of time, the will be guard crushed, during which they'll stop blocking and be stunned, and very open to attack. Actually used more for special hits, the last anim sprite of the guard crush itself (before the recovery phase) has a time of -1. These two are really used primarily in special hits.
    Example: CvS, SvC, other games.

  • 5912 - Guard Crush
    5910 and 5911 in one continuous animation...for all intents and purposes, this is more than likely the anim you'll use for the character's guard crushing, setting up 5910 and 5911 for special hits.
    Example: CvS, SvC, other games.

  • 5915 - Guard Crush
    Just an alternate for 5912

  • 5920 - Guard Crush - Crouching
    Same purpose as 5912/5915, but specifically for when crouching. Also used after the character has been guard crushed in the air and lands.

  • 5930 - Guard Crush - Air
    Same purpose as 5912/5915, but specifically for when in the air.

  • 5940 - Tech Hit
    Tech hitting out of throws, basically. The character preforms a move to push away the opponent, and break out of a throw. No set length to time or sprite requirements.
    Example: SF III

  • 5945 - Throw has been Teched out of
    Opponent Tech Hits out of the character's throw attempt. Character  is pushed back a little, and slightly open for attack from the opponent. No set length to time or sprite requirements.
    Example: SF III?

  • 5950 - Collapse
    Basically the same anim as the other collapse anim, only with 5130 and 5131 combined. Used by some japanese creators, and useful if the Cheese Kill/Collapse anim has the character falling forward when they usually fall backwards on dying, so as to avoid complications with most chars that use an in-fight collapse anim special hit.

  • 5960 - Red Arremer Transformation
    After losing to Red Arremer, the character is transformed into a monster of sorts (usually). No set timing or sprite requirements.
    Example: SvC Chaos secret boss

  • 5965 - Athena Transformation
    After losing to (SvC) Athena, the character is transformed into an animal of sorts (usually). No set timing or sprite requirements.
    Example: SvC Chaos secret boss

  • 7008 - Spinning Horizontally Upwards
    The character is throwing horizontally into the air, spinning as they do so. The animation is set up as follows:
    0: Facing straight flat-out to the right. (90 degree angle if you reffer to straight facing up as 0 degrees, and go clockwise)
    1: Facing 135 degrees
    2: Facing 315 degrees

    The center should be about center for the sprite itself, so that it appears to spin fluidly.

    The AIR entry is also as follows:
    7008, 0, 0, 0, 2
    Loopstart
    7008, 1, 0, 0, 3
    7008, 1, 0, 0, 3, H
    7008, 0, 0, 0, 3, H
    7008, 2, 0, 0, 3
    7008, 2, 0, 0, 3, H
    7008, 0, 0, 0, 3

    Examples: Anakaris' Gate to Hell attack.

  • 7591 - Choked grabbed by the neck
    Axis at the neck animation for character being grabbed by the neck or choked. Notably used by Queen Beryl's grab attack, but can have other purposes.

  • 7694 - Seppuku 
    The art of japanese ritualistic suicide with a sword, katana, or other weapon. Bishamon has an attack in NW and VS that will force the player to pull out a sword, then impale themselves with it. Found in BBH's Jedah and Baby Bonnie Hood. Overall time of anim cannot exceed 109 ticks.
    Examples: Bishamon's Hane Ha attack.

  • 7695 - Massive Bee Stings 
    The aftermath of being swarmed and stung by bees or other such similar insects. Q-Bee has an attack that causes this effect. Found in BBH's Jedah and Baby Bonie Hood, as well Hsieh's Morrigan. Usually one frame.
    Example: Q-Bee's +B attack

  • 7696 - Electrocution
    Being struck by an electric attack, most commonly via Victor, Blanka, Donvoan, Dean, or Lord Raptor. The anim appears to be 2 sprites usually (see Notes). The first sprite is the character appearing as if hit with electricity (has a sparking aura around the character). The second sprite has the character's body in a sort of 'X-ray' appearance, with their skeleton (depending on character) showing, a la a cartoon. Order is standard, and timing is 2 ticks/frame
    Example: *Very* common
    Special Notes:
    1) Sometimes 3 sprites: some games cause an alteration to the palettee for the electrocution color, and the third frame is the 'being shocked' sprite with the yellow portion of the anim reverting to the previous palettee for the finish...Vampire games are common with this little fact.
    2) Street Fighter 3 also uses 3 sprites, but the second sprite is a negaitve of the 'x-rayish' sprite...also, there is no electricy aura.

  • 7697 - Burned
    Being struck by an explosive or fiery attack. Character usually appears scorched, hair disheveled, and clothes trashed. Usually only one sprite. Felicia's Please Help Me attack also uses this hit.
    Example: Vampire game series, Pocket Fighter also

  • 7780 - Bloated Up
    Character bloats up like a balloon until they burst. Axis is placed on the characters head, and the total time for the anim is 138 ticks.
    Example: Jedah's trademark grab, Sange = Pasaare

  • 9000-9007 - Gloomy Puppet Show
    Each of these animations releates to a specific animation for the gloomy puppet show move:
    -9000: WP
    -9001: MP
    -9002: HP
    -9003: WK
    -9004: MK
    -9005: HK
    -9006: Standing
    -9007: Ending (no loop)

  • 9010 - Electrocution - Axis at Feet
    Exactly the same as 7696, but with one major difference: the first sprite must be numbered 9010,0, and the second 9010,1...this is because they're commonly used with ChangeAnim2.:( Also, you should have a duplicate of 9010 in your SFF as 9010,10, for the ChangeAnim2 reason.;)

  • 9011 - Electrocution - Axis at Waist
    Just like 9010, only the axis is at the waist for both sprites, and the numbers are 9011,0 and 9011,1, and the doubled sprite being 9011,10.;)

  • 9012 - Electrocution - Axis at Head
    Just like 9010, only the axis is at the head for both sprites, and the numbers are 9012,0 and 9012,1, and the doubled sprite being 9012,10.;)

  • 9015 - Burned
    Alternate for the normal burned anim.

  • 9016 - Frozen
    Simple. Character is frozen.

  • 9020 - SVC Version of Demitri's Midnight Bliss.
    Uses the exact standard seen below
    Standard setup:
    (Each entry is 1 tick)
    0 - Standing, Axis at feet.
    1-4 - Draining, Axis at neck (or whatever Demitri holds them up by)
    5 - Drained, Axis at neck (or whatever Demitri holds them up by)
    Example: Demitri's Midnight Bliss in SvC

  • 9021 - CFJ Version of Demitri's Midnight Bliss.
    Pretty straightforward: single animation, just a stance of the character turned female or sexy :P

    Use sound 9021, 0 for the moaning sound when the bliss is over.

  • 9022 - CFJ Version of Demitri's Midnight Bliss (secondary).
    A secondary one some characters use.

  • 9999 - An alternate for Electrocution (Index number 7696)

  • 12000 - An alternate for the SvC version of Demitri's Midnight Bliss.
    Solely the standing animation, with no timing limits or sprite requirements, but typically one anim (to avoid special hit problems, it might be best to leave the first sprite in whatever anim you want here 12000,0, and use other numbers for the subsequent animations, such as 12002, etc). Used in conjunction with index number 12000.

  • 12001 - An alternate for the SvC version of Demitri's Midnight Bliss.
    The draining animation itself. Used in conjunction with index number 12000. Axis is at the character's neck (or whatever Demitri holds them up by).
    Standard setup (Sprite Numbers are correct):
    12000, 1: 18 Ticks
    12000, 2: 8 Ticks
    12000, 3: 8 Ticks
    12000, 4: 27 Ticks
    12000, 5: 27 Ticks

  • 13000 - Alternate entry for Athena Transformation (Index number 5965)

  • 14000 - Alternate entry for Red Arremer Transformation (Index number 5960)

  • 15312 - Blinded
    Character is blinded from something, and is open to attack. Pretty much just like Dizzy.

  • 66660 - Alternate SvC version of the MB *again*, standing animation. (Part 1 of 3)
    (Ex-Infernis' Demitri). No sprite requirements, standing animation has a time of -1. Axis at feet.

  • 66661 - Alternate SvC version of the MB, draining, specificially the first sprite of it (Part 2 of 3).
    Even though it uses only the first sprite of the drain, it uses it three times in the animation, with the first entry being normal with a timing of 10, and the next two looping, the first entry of the loop adding 2 to the axis' value, and the second being normal. Axis at the neck (or whatever). Both use a time of 5 ticks. So if the sprite was 9020,1, you'd do this as follows:
     9020, 1, 0, 0, 10
     Loopstart
     9020, 1, 2, 0, 5
     9020, 1, 0, 0, 5


  • 66662 - Alternate SvC version of the MB, the rest of the drain (The last 4 sprites). (Part 3 of 3)
    Each have a specific time of 5 save the last, which has a time of -1. Axis at the neck (or whatever).

  • 29989-29999 - Mortal Kombat Fatalities (by Obreck)
    29990: Sub-Zero's spine ripper, when he holds the opponent's head like a trophy. As the last sentence implies, this sprite is the characters head. One sprite animation, numbered 29990, 0

    29991: Character's severed head spinning, like in Johnny Cage's decap uppercut. Can have as many animation frames as you want and the squence should be allowed to loop. Number the most upright frame 29991,0

    29992: Charater's inanimate head lying on the ground. 1 frame in the anim, numbered 29992,0.

    29993: Character's headless body keeling over. The body should start standing and end up lying on the ground. Can have as many frames as you want as want, but should be under 70 ticks. The last frame should have -1 on its animation time. Number 1st frame 29993,0
    and the last 29994,0

    29994: Inanimate headless body, lying on the ground. Should look indentical to the last frame in animation 29993. No other requirements.

    29995: Severed lower half of charater's body. The animation is handled the same way as animation 29993. Number 1st frame 29995,0 and the last 29996,0. Make a duplicate frame for 29996,0 if you only used 1 frame for this squence.

    29996: Inanimate severed lower half of body, lying on the ground. Should look indentical to the last frame in animation 29995. No other requirements.

    29997: Severed lower half of charater's body. The animation is handled the same way as animation 29993. Number 1st frame 29997,0 and the last 29998,0. The appearance of the animations sprites should start upright and end with the torso on it's stomach.

    29998: Inanimate severed upper half of body, lying on the ground. Should look indentical to the last frame in animation 29997. No other requirements.

    29999: Exactly like 29997, only the torso should be missing its head. Number 1st frame 29999,0 and the last 29989,0 (not a typo) in this case.

    29989: Inanimate severed and headless upper half of body, lying on the ground. Should look indentical to the last frame in animation 29999. No other requirements.

  • 91230-91232 , 912320-912321 , 9123000 - Compatibility with Peketo (by Borghi)
    You can add compatibility with peketo's fatality, by looking at this tutorial.
  • 8055000-8055999: Character trait identifiers
    By Messatsu. This is a simple, painless method that can be added into any character to make interactions function better. For instance, CvS Vega's intro vs. beautiful women, or ugly people; then there's blood color or hit sounds (should a robot bleed?). Simply add these as air entries into your character (sprite refference or animation info is totally unimportant, just as long as the animation entry is present and valid).
    (Not finished just yet...will be all up in a bit)

    8055000,8055999 - Standard Detection:
    These two anims need to both be present in your character for detection purposes, to make sure he/she/it complies with these trait identifiers.

    Gender:
    8055001 - Male
    8055002 - Female
    8055003 - Neither

    Age he/she/it appears to be:
    8055010 - Baby
    8055011 - Child
    8055012 - Teenager
    8055013 - Young Adult
    8055014 - Middle Aged
    8055015 - Old
    8055016 - Ancient
    8055017 - Timeless

    Type:
    8055020 - Human
    8055021 - Robot
    8055022 - Animal
    8055023 - Monster
    8055024 - Ghost
    8055025 - Mech
    8055026 - Mythological Creature
    8055027 - Alien
    8055028 - God
    8055029 - Object

    Blood Color:
    8055030 - Red
    8055031 - Green
    8055032 - Blue
    8055033 - Yellow
    8055034 - Purple
    8055035 - Orange
    8055036 - Black
    8055037 - White
    8055038 - Grey
    8055039 - Does not bleed

    Armor Type / Body Composition (i.e. For hitsounds):
    8055040 - None
    8055041 - Metal
    8055042 - Stone
    8055043 - Wood
    8055044 - Flame
    8055045 - Ice
    8055046 - Force

    Blocking Armor Type (Think shields, for example):
    8055047 - None
    8055048 - Metal
    8055049 - Stone
    8055050 - Wood
    8055051 - Flame
    8055052 - Ice
    8055053 - Force

    Weapon:
    8055054 - Unarmed
    8055055 - Bladed
    8055056 - Piercing
    8055057 - Blunt
    8055058 - Magic
    8055059 - Projectile (guns, etc)

    Attractiveness:
    8055060 - God Awful
    8055061 - Ugly
    8055062 - Average
    8055063 - Hot
    8055064 - Cute/Dead Sexy

    Coolness:
    8055065 - Really Dorky
    8055066 - A Little Dorky
    8055067 - Normal
    8055068 - Cool
    8055069 - Very Cool

    Morality:
    8055070 - Evil
    8055071 - Mean
    8055072 - Neutral
    8055073 - Good Natured
    8055074 - Absolutely Moral (?!)

    Intelligence:
    8055080 - No Cognition
    8055081 - Stupid
    8055082 - Average
    8055083 - Smart
    8055084 - Genius
    8055085 - Winane (^_-)

    Artificial Inteligence:
    8055090 - Is a Joke
    8055091 - Easy to Beat
    8055092 - Average
    8055093 - Difficult to beat
    8055094 - Boss
    8055095 - Uber Cheap

    Height:
    8055100 - Tiny
    8055101 - Midget
    8055102 - Short
    8055103 - Average Height
    8055104 - Tall
    8055105 - Towering

    Physical Build:
    8055110 - Ghastly Thin
    8055111 - Slender
    8055112 - Average
    8055113 - Buff
    8055114 - Massive
    8055115 - Chubby
    8055116 - Fat

    Fighting Styles:
    8055120
    -  Aikido
    8055121 - Boxing
    8055122 - Capoeira
    8055123 - Choy Li Fut
    8055124 - Dim Mak
    8055125 - Gojukai Karate
    8055126 - Goju Ryu Karate
    8055127 - Hapkido
    8055128 - Hsing
    8055129 - Iaido
    8055130 - Jeet Kune Do
    8055131 - Judo
    8055132 - Jujutsu
    8055133 - Ju Jitsu
    8055134 - Kali
    8055135 - Karate
    8055136 - Kendo
    8055137 - Kenpo Karate
    8055138 - Kickboxing
    8055139 - Krav Maga
    8055140 - Kung Fu
    8055141 - Kyokushinkai
    8055142 - Muay Thai
    8055143 - Ninjutsu
    8055144 - Pentjak Silat
    8055145 - Pa Kua
    8055146 - Sambo
    8055147 - Savate
    8055148 - Shito Ryu Karate
    8055149 - Shorin Ryu
    8055150 - Shorinji Kempo
    8055151 - Shotokan Karate
    8055152 - Shukokai
    8055153 - Sumo
    8055154 - Taekwondo
    8055155 - Tai Chi Chuan
    8055156 - Tang Soo Do
    8055157 - Uechi Ryu
    8055158 - Wado Ryu Karate
    8055159 - Wing Chun Kung Fu
    8055160 - Yoseikan
    8055161 - Ansatsukan
    8055162 - Wrestling
    8055163 - Drunken Boxing
    8055164 - Ankoku Karate
    8055165 - Koppo
    8055166 - KOBUJUTSU
    8055167 - SELF-TAUGHT FIGHTING
    8055168 - WU SHU
    8055169 - Unknown fighting style
    8055170 - KITANTAN-RYUU
    8055171 - DAINANRYU-AIKI JUUJUTSU
    8055172 - Kenka Sappou
    8055173 - Hizoku
    8055174 - Vale Tudo
    8055175 - Saikyo-ryuu
    8055176 - Bushin-ryuu

    Blood Types: Just for SF2 fun :D  Use both A and B for AB:
    8055190
    - A
    8055191 - B
    8055192 - O
    8055193 - +
    8055194 - -

    Race: (pick multiple) uses US census list.  don't complain about how limited it is until you, I or Messatsu can find a comprehensive list (this proves rather difficult):
    8055200
    - White
    8055201 - African
    8055202 - Chinese
    8055203 - American Indian
    8055204 - Japanese
    8055205 - Filipino
    8055206 - Indian
    8055207 - Korean
    8055208 - Hawaiian
    8055209 - Vietnamese
    8055210 - Guamanian
    8055211 - Samoan
    8055212 - Latino
So you can THANK HIM for being kind enough to go through and see if he still had this...
Re: Optional Animation Standards
#25  February 24, 2012, 06:47:30 pm
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So you can THANK HIM for being kind enough to go through and see if he still had this...
Haha no. Thank him for what? Throwing a hissy fit and deleting a bunch of stuff that served as a valuable resource for the community?

I don't think so.
Re: Optional Animation Standards
#26  April 05, 2012, 10:43:51 pm
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5888 - Stuck In Ground
A general 'stuck in ground' state. Used for Deathmask's (by DrKelexo) Hammer Throw move, but could probably be used by something else in the future most likely. Pretty much just one sprite with a tick of 1.

edit: character now publicly released
Last Edit: April 06, 2012, 07:57:51 am by MelvanaInChains
Re: Optional Animation Standards
#27  April 05, 2012, 10:56:01 pm
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I really think this should be used alot more in general, not many characters use it but it could be used as a "just in case" kind of deal
Re: Optional Animation Standards
#28  April 06, 2012, 02:31:34 am
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i think the problem is most people overlook this section a lot, including me. and also there's another matter of 'what are the chances of my character getting stuck in the ground waist-down' or 'when the hell is my character going to be hit with a babality' and such

and yes, there is a babality state floating around somewhere thanks to juano. i forgot what it is animation-number-wise but i know the_none's jesse also uses it
Re: Optional Animation Standards
#29  April 06, 2012, 04:17:43 am
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double post because this section is hardly used but...does anyone still have access to juano's dismemberment state tutorials? they're offline and he has like 658 anims to trudge through with the mk2 one alone, so i wanna see if the man himself made it any clearer
Re: Optional Animation Standards
#30  November 18, 2012, 10:13:25 pm
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http://shakesdream.web.fc2.com/SpecialStatus_top.html


Yes, I'm adding this here, simply because there's probably a crapload of things here that's not on this list. Thought it'd be useful for anyone that may want to make things even more compatible or something...*shrugs*
Re: Optional Animation Standards
#31  December 01, 2012, 03:19:52 pm
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question.
is everyone using this as a form to standardize certain things such as shocks and stuff?
cause my current WIP has shock sprites, and i wanna implement it correctly.
Characters := http://www.mediafire.com/folder/kx11h6lcbbqj1/Characters
Stages := http://www.mediafire.com/folder/xy7wk5q9qka62/Stages

Projected Character Forcast := FighterZ Android 18 , FighterZ Vegeta , FighterZ Goku.
Re: Optional Animation Standards
#32  December 01, 2012, 04:32:57 pm
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question.
is everyone using this as a form to standardize certain things such as shocks and stuff?
cause my current WIP has shock sprites, and i wanna implement it correctly.
Yes. Use 7696 and 9010; I've never seen anyone use 9011 and 9012 but it's up to you if you want to add them.

I've been criminally negligent to this thread, and I apologize. I'm going to start working on fixing everything up this week.
Re: Optional Animation Standards
#33  December 01, 2012, 11:04:39 pm
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Oh lookie~ I got Jmorphman to actually get unlazy~ How bout that!
Re: Optional Animation Standards
#34  June 05, 2013, 12:24:13 am
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Jmorphman, when you are ready, see if there are any characters that make use of this get hit:

Re: Optional Animation Standards
#35  June 05, 2013, 12:49:15 am
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Wait what? That actually existed in SVC? That's news to me. o_O

Also, the 6 month old link I have has more things added to it, so maybe that'll be useful in something? ^^;
Re: Optional Animation Standards
#36  June 05, 2013, 04:11:05 am
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What 6-month-old link?
Re: Optional Animation Standards
#37  June 05, 2013, 04:32:53 am
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Re: Optional Animation Standards
#38  June 25, 2013, 10:11:01 am
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Self-reminder to standardize an Apple for You animation.

... it is a unique animation, right? I can't check now.
Re: Optional Animation Standards
#39  June 25, 2013, 10:19:08 am
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I'd say it is. I can't think of anyone other than B.B. Hood ever using it so...although nobody seems to ever make anything for it in their characters (but then again, they don't do 3/4 of these special animations so...).
Re: Optional Animation Standards
#40  June 25, 2013, 11:05:00 am
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Well, who'd of thunk that someone would use Anakaris's Pharaoh's Curse animation? I mean, might as well come up with a standard and stuff...
Re: Optional Animation Standards
#41  June 26, 2013, 12:17:04 am
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True that. Actually, it SHOULD already have a number and whatnot from the site I linked. o.o??
Re: Optional Animation Standards
#42  June 28, 2013, 07:47:00 am
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I didn't think to check!

There is and... oh boy, I don't understand any of this, it looks complicated.
Re: Optional Animation Standards
#43  June 28, 2013, 08:07:22 am
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I wonder if B.B.H's B.B. Hood and Lilith would happen to have them then? Probably best to check those then since they SHOULD be in those at the very least.
Re: Optional Animation Standards
#44  July 06, 2013, 03:53:00 pm
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Hey guys I need some guidance.

Im making Demitri CFJ.
Midnight Bliss is using 9020 right? its all good.
now the burned sprite which is also used in 9020 (7697, the burn frame)

How do i align it? to feet or head?
Characters := http://www.mediafire.com/folder/kx11h6lcbbqj1/Characters
Stages := http://www.mediafire.com/folder/xy7wk5q9qka62/Stages

Projected Character Forcast := FighterZ Android 18 , FighterZ Vegeta , FighterZ Goku.
Re: Optional Animation Standards
#45  July 07, 2013, 08:20:23 am
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By the feet.
Re: Optional Animation Standards
#46  July 07, 2013, 09:41:24 pm
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please add that to the main post?
cause I didnt see it there before.
Characters := http://www.mediafire.com/folder/kx11h6lcbbqj1/Characters
Stages := http://www.mediafire.com/folder/xy7wk5q9qka62/Stages

Projected Character Forcast := FighterZ Android 18 , FighterZ Vegeta , FighterZ Goku.
Re: Optional Animation Standards
#47  July 07, 2013, 11:04:36 pm
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I haven't gotten to the burned animation yet!

Speaking of the burned animation, it might be worth coming up with some kind of template burned custom state for special Darkstalkers stuff (i.e., Hsien-Ko dropping some weapons). And IIRC every attack that produces the burn animation also has the exact same hit behavior for P2 (same vels, same pause as P2 hangs in the air, etc.)

I WILL INVESTIGATE THIS AND MAYBE INCLUDE THAT
Re: Optional Animation Standards
#48  July 08, 2013, 01:30:37 am
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I remember there are different burn knockdowns with different vels in Night Warriors, so it's not always exactly the same.

Has anyone attempted to create standards for the Darkstalkers sliced-in-half hits?
Re: Optional Animation Standards
#49  July 08, 2013, 04:16:59 am
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I remember there are different burn knockdowns with different vels in Night Warriors, so it's not always exactly the same.
Drat. Hmm, well, I suppose that effect could be replicated with some helpers in -2, probably would need a special "interactive" animation for those types. Or maybe not. O need to find out how people are using this animation, so far I've really only seen it on DS characters. Anyone know anything else that uses it? More specifically, any move which uses it that also would preclude the use of the special DS stuff?

Has anyone attempted to create standards for the Darkstalkers sliced-in-half hits?
Not that I know of. I think there was maybe some talk of using SamSho or MK standards, no? Still... it'd probably be best if they had their own standard.
Re: Optional Animation Standards
#50  July 08, 2013, 04:36:45 am
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Pocket Fighter has a similar burn animation for when characters are hit by a fire bomb item. Not sure of any other Mugen creations using it.
Re: Optional Animation Standards
#51  July 08, 2013, 04:45:50 am
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http://xenomic.freehostia.com/pages/Burn.php


Here, have a link to a page that's still a WIP! Eternal Fighter Zero follows this formula as well, yes. Some MUGEN creations do too, but I haven't found too many that do at the current time.
Re: Optional Animation Standards
#52  July 10, 2013, 08:18:46 am
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Pocket Fighter has a similar burn animation for when characters are hit by a fire bomb item. Not sure of any other Mugen creations using it.
I didn't mention it since it's basically the same thing as DS. Except IIRC there wasn't any weapon dropping like DS had.

http://xenomic.freehostia.com/pages/Burn.php


Here, have a link to a page that's still a WIP! Eternal Fighter Zero follows this formula as well, yes. Some MUGEN creations do too, but I haven't found too many that do at the current time.
No, I mean attacks that produce the burn state. So, like, PotS's Lei-Lei has that bomb attack, and the behavior for P2 when hit by that is different than VS (P2 is launched up higher, has burn palfx, has flame effects for the duration of the burned animation, etc.). Basically, I just wanna know if there is an attack that sends P2 into a burn state that would look bad if, at the start of the burn animation, P2 drops some weapons (i.e., the attack sends P2 very near the ground or something? I dunno, maybe I'm overthinking this)

Ah, screw it. I'll add a special burned animation to do accurate DS weapon dropping (and if the attacker/burner doesn't support it, P2/the burnee can just drop the weapons at the start of the burn state).
Agent Blonde - Interesting Anims I Found And More
#53  July 14, 2013, 02:14:51 am
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Note: The info is taken from a dA pic I posted not a moment ago
http://mrpr1993.deviantart.com/art/MUGEN-Interesting-Anims-I-Found-And-More-385199308


(Click for a closer look)

While searching for MUGEN characters, I happen to have founded some anims that are applied by characters I have never seen or heard before. Here's the list:

1. Character: Chikyuu Dai Sinka/GaiaWhisper
-Hot Springs (9876) - Causes the opponent to suddenly appear in a hot spring and taking a dip.

2. Character: pulse-K
-Turned into T-Shirt (5340, 5341) - The opponent is grabbed and chucked into pulse-K, who becomes a washing machine and the opponent becomes a T-Shirt.
-Note: This is done via -2 coding, rather than being automatic.

3. Character - Rei (Fist Of The North Star/Hokuto No Ken)
-Clothes Ripped by Rei (805) - Rei slashes part of the opponent's clothes briefly before kicking them away.
-Note: Just like above, it is done via -2 coding, rather than being automatic.

4. Character: Jinmen
-Assimilated Head (29970) - Jinmen seems to have destroyed the opponent's body and made the head become assimilated to him. Dunno, he comes from a series I don't know, but, yeah.

5. Character: Deathmask
-Slammed Into The Ground (5888) - The opponent becomes slammed into the ground. That's all.

6. Character: Pocket Akuma
-Akuma's Speech (9018) - Whatever Akuma said, it is enough to leave the opponent stunned in a comical fashion.

7. Character: Pocket Chun-Li
-Love letter (9033) - Chun-Li gives the opponent a letter, and the opponent falls in love upon reading it. Before taking damage and falling into the ground.

8. Character: Pokita
-Cat Ears - Whatever Pokita just smoked out, it gives the opponent cat ears. Which self-destructs.

------------------

As for the last one, these are interesting characters I happen to just find. These are Toledoman and Kawaiman. Interestingly, I just found several anims on Toledoman I never seen.

If you want to check these guys out, look here: http://www.deviantart.com/users/outgoing?https://skydrive.live.com/?cid=AB35B72F3C0647E2&id=AB35B72F3C0647E2%21132&sc=documents

These guys needs more love. And videos of them fighting!

As for the anims, here are some sources: http://www.deviantart.com/users/outgoing?http://shakesdream.web.fc2.com/SpecialStatus_top.html

Note that the links are in japanese, however...

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-MUGEN (c) Elecbyte
-Chikyuu Dai Sinka/GaiaWhisper, pulse-K Rei, Jinmen, Deathmask, Akuma, Chun-Li, Pokita, Toledoman and Kawaiman ALL belongs to their respective owners.
CURRENT PROJECTS:
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IDEAS I HAVE:
-Characters: Mona-Lisa (OC), Danny Phantom, Betty Boop, Kim Possible, Aladdin, Oggy, NEW! Cartoon Guy
-Stages: Toon World (Cartoon Guy), End Of The World
Re: Agent Blonde - Interesting Anims I Found And More
#54  July 14, 2013, 03:08:31 am
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I liked a lot, I never seen many of those custom states before. I got a couple of chars that used various custom anims (like Eric) and I think I could apply various of these ones. Thanks a lot for this, I'm sure I'll use it ;)

Also, since this is more informative and useful, belongs more to Development resources (in Tips, Tricks, Tutorials subforum) instead here, IMO
Re: Agent Blonde - Interesting Anims I Found And More
#55  July 14, 2013, 05:17:43 am
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except they aren't what you'd call perfect. in fact kawaiman... sword super... no. just no.
lost and forget
Re: Agent Blonde - Interesting Anims I Found And More
#56  July 14, 2013, 05:48:24 pm
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I liked a lot, I never seen many of those custom states before. I got a couple of chars that used various custom anims (like Eric) and I think I could apply various of these ones. Thanks a lot for this, I'm sure I'll use it ;)

Also, since this is more informative and useful, belongs more to Development resources (in Tips, Tricks, Tutorials subforum) instead here, IMO

All right. Thanks for pointing me that out! Thanks!
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IDEAS I HAVE:
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-Stages: Toon World (Cartoon Guy), End Of The World
Animation Standard - Wallslam-Related
#57  August 04, 2013, 08:46:19 pm
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I'm doing some updates on Applejack, and, I wanted to have my own flying+wallslam animation for Applejack instead of the standard ones that use the default get-hit sprites, possibly making a new animation standard.

Here's the 3 animations:
-Here, Applejack's been hit by a move that causes wallslam (such as her strong Applebuck or Ryu's EX Joudan Sokutou Geri).


-Here, Applejack has been slammed into the wall.


-Here, Applejack falls after hitting the wall.


What animation numbers should they use if I were to go through with this? If there's already a standard for this, what numbers do the animations use?
Thanks for reading my signature.
Last Edit: August 04, 2013, 09:46:23 pm by TylorGoldenYoshi
Re: Animation Standard - Wallslam-Related
#58  August 07, 2013, 07:52:02 am
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The only existing standard I can think of would be for the first part: 5900 for KOF wire damage (aka wall slam). But, I think 5901 and 5902 are free, so you could use those.

Merging with the optional animation standards because it fits better there. And also to remind me to finish that stupid thing once and for all.
Re: Optional Animation Standards
#59  August 07, 2013, 10:39:44 pm
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Applejack Slammed against the wall.

that sounds like something set up for a porno.
Characters := http://www.mediafire.com/folder/kx11h6lcbbqj1/Characters
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Re: Optional Animation Standards
#60  August 07, 2013, 10:56:36 pm
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The only existing standard I can think of would be for the first part: 5900 for KOF wire damage (aka wall slam). But, I think 5901 and 5902 are free, so you could use those.

Merging with the optional animation standards because it fits better there. And also to remind me to finish that stupid thing once and for all.

Thanks, Jmorphman. I'll use those as standards.

Applejack Slammed against the wall.

that sounds like something set up for a porno.

lol I noticed that it looks wrong.
Thanks for reading my signature.
Last Edit: August 07, 2013, 11:07:56 pm by TylorGoldenYoshi
Re: Optional Animation Standards
#61  August 10, 2013, 06:57:03 am
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I know the game wasn't released, but is there anything in the sprites that indicates whether or not the "falling after hitting wall" animation is flipped or not? Like, with KOF, after hitting the wall, it just uses one of the standard falling animations, but the character has been flipped around, so they're facing the wall. Judging from the animation that seems not to be the case, but I figured it was worth double-checking.
Re: Optional Animation Standards
#62  August 10, 2013, 09:14:05 pm
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Hmm, seeing that I have played Fighting is Magic, no, they don't flip.
Even though my AJ isn't supposed to be source-accurate, I should probably remove the flip-around thing for aesthetic purposes. Is there anything else I should do to Applejack if I do that?
Thanks for reading my signature.
Re: Optional Animation Standards
#63  August 11, 2013, 02:33:35 am
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You don't need to worry about flipping, that's just what happens in KOF, since they don't use a unique falling from wall animation. I just wanted to double check, so I'll make a note in the entry for 5902 that if you have an attack that causes wall slam and has the opponent go into anim 5902, don't flip them. And if they don't have 5902, flip them.
Re: Optional Animation Standards
#64  September 07, 2013, 05:17:34 am
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hey, i just noticed that you haven't listed the "Stoned" animation, which is currently part of Alucard's Thanos (anim 7980): i don't know if it's used elsewhere but considering it's part of Scruffy, other chars might be compatible.
thought it would be nice to add to the list
Re: Optional Animation Standards
#65  September 07, 2013, 11:24:29 am
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Did FaceDown-type Liedown has any default state numbers?
Fun fact: I can't remain silent about problems of M.U.G.E.N, or the entire Gameworld, but i can't say about them without it turning into shitpost.


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Re: Optional Animation Standards
#66  September 07, 2013, 11:53:47 am
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hey, i just noticed that you haven't listed the "Stoned" animation, which is currently part of Alucard's Thanos (anim 7980): i don't know if it's used elsewhere but considering it's part of Scruffy, other chars might be compatible.
thought it would be nice to add to the list
I'll check it out.

Did FaceDown-type Liedown has any default state numbers?
Huh, I thought KoopaKoot had listed them in one of his posts in this thread, but I was mistaken. I was gonna add it to the first post eventually, though.

So let's see... I'm no expert, but I believe that 5111 is the face down equivalent to 5110 (standard lie down). 5121 is the equivalent of 5120 (get up from standard lie down). There are three more: 5112 and 5122 seem to be duplicates of 5111 and 5121, respectively, and 5151 looks to be the face down equivalent of 5150 (lie dead).

or wait, maybe it's reversed and 5112 and 5122 are the originals and 5111 and 5121 are the duplicates?
Last Edit: September 07, 2013, 01:03:55 pm by Jmorphman
Re: Optional Animation Standards
#67  September 07, 2013, 07:57:59 pm
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The anims ending with 2 are to make sure that the correct animations play after diagup (5052)
Re: Optional Animation Standards
#68  May 04, 2014, 08:53:26 am
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Sorry for the necrobump, but Jmorphman allowed me to post a new animation standard on this thread.
So here it is:
Spinning (from the old Touhou fighting games)

Animation number: 5975
Some attacks in the games Hisouten and Hisoutensoku (maybe "Immortal and Missing Power" as well) causes the opponent to go into this spinning state.
When hit by such an attack, the character spins around for a while, not being able to attack during the spin, and then recovers.
Basically, the animation should loop and the last frame should NOT have -1 ticks. These are the only requirements.
Notable examples: Most Touhou characters, that are based on the Touhou fighting games mentioned above.
Re: Optional Animation Standards
#69  May 04, 2014, 08:55:27 am
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5975 is used by one of the Blue Mary grabs, and necrobumps don't matter in this section.
Re: Optional Animation Standards
#70  May 04, 2014, 08:57:21 am
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Hey...*pokes Jmorphman* HEY! MISTER J! When ya gonna update the first post with everything!? :V

I don't know if you ever added anything from Yu-toharu's site or not either. Still think you should just in case!
Re: Optional Animation Standards
#71  May 04, 2014, 08:58:58 am
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but I'm so laaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaazy
Re: Optional Animation Standards
#72  May 04, 2014, 09:04:57 am
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Well stop being lazy and get er done so you can be lazier more! .V.
Re: Optional Animation Standards
#73  May 04, 2014, 09:32:59 am
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5975 is used by one of the Blue Mary grabs, and necrobumps don't matter in this section.
Wait, it is already used?
Now the question is: Who used that animation number first? Because I have not chosen that number.
And thanks for the information.
Re: Optional Animation Standards
#74  May 04, 2014, 12:37:48 pm
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Just use 5180 and 5181 for the anim since it's pretty much the same thing as stagger.
Re: Optional Animation Standards
#75  May 04, 2014, 01:24:36 pm
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Just use 5180 and 5181 for the anim since it's pretty much the same thing as stagger.
Like I said, I didn't chose these numbers. Kurogane was.
And depending on whose Blue Mary uses this animation number, I'm sure that Kurogane used that animation number first.
Re: Optional Animation Standards
#76  May 04, 2014, 02:55:06 pm
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It doesn't matter because Kurogane's Touhou chars are shit and I'm sure that using the existing stagger standard is probably better for a multitude of reasons, including more compatibility, which, silly me, I thought was the point of this thread?
Re: Optional Animation Standards
#77  May 04, 2014, 03:21:23 pm
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It doesn't matter because Kurogane's Touhou chars are shit
Highly subjective. If anything, they are okay, since they DO have flaws. Also, the quality of chars doesn't matter.
I'm sure that using the existing stagger standard is probably better for a multitude of reasons, including more compatibility, which, silly me, I thought was the point of this thread?
I'm sorry, but from what I witnessed, the spin hit in Touhou works different from the usual staggering, so it already requires a new animation.
Re: Optional Animation Standards
#78  May 04, 2014, 08:06:01 pm
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requires
Thread Title said:
Optional Animation Standards
No one is obligated to put these in their chars, and you really can't control if the community finds an animation number is more likely to be used for one char's interaction than another.

Re: Optional Animation Standards
#79  May 04, 2014, 08:14:26 pm
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All of them looks pretty useful. Then there's a couple more Optional stuff like the Dash Collision... Back Break... There should be more of these.
Re: Optional Animation Standards
#80  May 04, 2014, 08:34:32 pm
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Re: Optional Animation Standards
#81  May 04, 2014, 08:49:32 pm
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Checking the thread is usually helpful.
So it really was KoopaKoot, who did that Blue Mary...when did he release her?
Also, I had no idea, how I could have skipped that post... -_-

EDIT: Okay, I checked if anim numbers 5310&5311 are taken. Thankfully, they're not.
So I would like to use that as alternate anim numbers for the Touhou Spin Hit State, until the dilemma with anim number 5975 is solved somehow...
Are you okay with that, Jmorphman?
Last Edit: May 08, 2014, 03:17:37 pm by 【WTF】Trinitronity
Re: Optional Animation Standards
#82  May 17, 2014, 10:53:51 pm
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Hey I didn't see any MY TOE! implementation on that first page

Shredder Custom State Compatibility Info


                                                                                                               

 

MY TOES! Custom Character Animation (anim 5886)
Custom Animation


  ---------------------------------------


This is the hopping on one foot animation from the classic TMNT videogames. The animation consists of three frames with the character clutching their hurt foot, the sprites are aligned so that the third is higher than the previous two to simulate hopping. Animation timing is 5 ticks, 5 ticks, 10 ticks respectively. There's no CLSN needed on this animation.

This custom animation is used when hit by Super Shredder's Flame attack.  If your character lacks anim 5886 they will be transferred to the custom burned hit state and Shredder will use their custom burned animation (anim 7697 or anim 9015)  if it is available. If the character lacks anim 7697 and anim 9015, another animation made with universal gethit frames will be used instead.

                                                                                                               
Re: Optional Animation Standards
#83  March 25, 2015, 09:46:06 am
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So I was editing some of my characters to add a few more compatable animations and thought, Why dont I add in all their traits using the 8055*** states?
But the list wasn't very easy to transfer over into the air file... 

This is all of the traits so you can copy and paste them into the air easy.
Spoiler, click to toggle visibilty
@Jmorphman: Feel free to update your first thread with this so more people can use it.


----
I do have to say it kinda sucks Yoga isnt listed as a fighting style. Dhalsim would disagree.
 
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Last Edit: March 25, 2015, 09:56:27 am by Odb718
Re: Optional Animation Standards
#84  March 25, 2015, 12:35:22 pm
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Well there's 14 more slots available before you hit blood types, so maybe you can set the number ;)
Re: Optional Animation Standards
#85  March 25, 2015, 01:15:57 pm
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heh, I was thinking Saiyan should be a race too.
I'm not sure who or what would actually use this info, so I dont think it's a big deal.

But I'd probably go with 178 since it's close to 718...
Right now I'm using the self-taught as a stand in
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Re: Optional Animation Standards
#86  March 26, 2015, 01:41:25 am
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Re: Optional Animation Standards
#87  March 26, 2015, 01:54:18 am
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Do Venom and Johnny by Muteki use sprites from their own AIR or the opponent's for their IKs?  I know some versions of DIO include the opponent's portraits in their own SFF for his blood drain super.
Re: Optional Animation Standards
#88  March 26, 2015, 02:04:31 am
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Do Venom and Johnny by Muteki use sprites from their own AIR or the opponent's for their IKs?  I know some versions of DIO include the opponent's portraits in their own SFF for his blood drain super.

I don't know about Venom, but I know Johnny's doesn't. Yu-Toharu's Ange and Hatsune Miku are good sources to look at for optional animations (I know both have Johnny's Joker animation in them, and I'm sure they have various other stuff in them too). So if you're ever looking for characters with animations and not sure about it, check his characters (on each page at the very bottom marks which of his characters has the animations if they do).
Re: Optional Animation Standards
#89  April 10, 2015, 10:48:25 pm
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Anim: 9545
Name: Cat Ride
Origin: Vampire Savior
Description: Special animation that plays whenever the opponent is hit by Cat Ride. It's typically a cute, single frame animation like so:


How to implement:

1. Add animation 9545
2. Insert this in state -2. It safely uses sysvar(0), so you don't (and shouldn't) sacrifice a variable for it.

Code:
[State -2, Cat Ride Pos]
type = VarSet
trigger1 = Enemy, Name = "Felicia_LG"
trigger1 = StateNo != 132 && StateNo != 155 ; Air guard
trigger1 = StateNo != [5000,5999]           ; Gethits
sysvar(0) = ([insert pos x here] & 65535) | ([insert pos y here] * 65536)

This is the spot Felicia will bind to. Your pos x and pos y can be anywhere in the range from [-32768,32767] and is relative to your character's axis. Think of it the same way as if you were spawning an explod with postype = p1. :)

Because she'll always check for a spot to bind to, if you're clever, you can even have your character do something like this!
http://www.trinitymugen.net/~Creator/Jesuszilla/catride_demo.webm

Spoiler: How it works + Code for above demo (advanced) (click to see content)
Last Edit: April 11, 2015, 08:08:33 am by Jesuszilla
Re: Optional Animation Standards
#90  April 11, 2015, 01:10:31 am
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Oh man, you actually got that to work? Should let Yu-Toharu know so that he adds that to his site heh (don't think he even has it listed).
Re: Optional Animation Standards
#91  April 11, 2015, 03:16:50 am
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The best way it works is if the character has Vans's buffering system. Otherwise I have to tediously add a ton of cases, mostly just because of differing KOF standards, and it's annoying. Not difficult, but extremely annoying. It defaults to setting them back to idle if none of the cases fall through.
Re: Optional Animation Standards
#92  April 11, 2015, 03:34:21 am
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Quick question: Seeing as there's an existing anim standard for the head ride, wouldn't it be easier to just use that anim so that characters that use the old status will be compatible from the getgo? I mean, as far as I can tell, the .air entries themselves seem to be identical, and it seems a bit wasteful to have two anims that are the exact same thing.
Re: Optional Animation Standards
#93  April 11, 2015, 04:19:27 am
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Had no idea that even existed! Though 9545 sounds familiar, are we sure nothing else overlaps with that? Either way, updated the post. Don't want any duplicates, so thanks for the notification.
Re: Optional Animation Standards
#94  April 18, 2015, 11:24:12 am
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Has anyone ever made a compilation of the standard 9000s?
Like 9000,0 should be 25x
9000,1 120x140,
then there's 9000,5
9000,55
for custom screen packs.
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Re: Optional Animation Standards
#95  April 19, 2015, 03:13:11 am
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That would be a handy bit of information to know, as well.


I know 9000,11 is KOFXI, Vans's lifebars.
Re: Optional Animation Standards
#96  May 10, 2015, 07:48:57 am
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Back yet again..
I'm putting together my Roberto and I have his RS:PJ sprites I've ripped. I have a lie-down to Z axis roll get up animation. Was wondering if there was a standard for that. I check http://elecbyte.com/wiki/index.php/AIR and see "5121 opt Get up from LieDown" & "5122 opt Get up from LieDown". I was just wondering what the heck they're supposed to look like.
The image in http://elecbyte.com/wiki/index.php/Sprite_Standard doesnt show what I need.

Should the Z Axis roll to get up even go in the 5000/6000 neighborhood? 
Is there another KFM/Any character sprite sheet showing those optional animations?
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Re: Optional Animation Standards
#97  May 10, 2015, 11:30:37 am
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the 5XX1 anims are used for gethits where the hitdef has an animtype of Up, and usually show the character hitting the ground face-down and lying on their front. Everyone in KOF has sprites for lying face-down and moves like Kyo's R.E.D Kick or Ryo's QCF+D cause this animation. A lot of MUGEN conversions give dp moves this animtype as well.

5XX2 are for Diagup animtypes, and often go into a spinning fall animation like in SF3 or the spinning gethit from KOF, e.g. EX hurricane kick or Kyo's 125 shiki. It's usually just a special 5050 animation that uses the same gethits as the other two fall types otherwise.
Last Edit: May 10, 2015, 11:53:14 am by Sgt. Pelipper's Lonely Hearts Club Band
Re: Optional Animation Standards
#98  May 10, 2015, 08:07:47 pm
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What no "Frozen" animation standard?
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Re: Optional Animation Standards
#99  May 11, 2015, 10:38:57 am
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No, because whenever it happens in a commercial game it's either done with PalFX or with a generic sprite block of ice or something, both of which can be done entirely on the attacking character's side in MUGEN.
Re: Optional Animation Standards
#100  May 11, 2015, 11:07:37 am
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Re: Optional Animation Standards
#101  May 11, 2015, 11:10:12 am
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Why.
Re: Optional Animation Standards
#102  May 11, 2015, 11:49:29 am
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What? Jango, there totally is a standard for Frozen.

http://shakesdream.web.fc2.com/SpecialStatus_003_hyouketsu.html

7698 is the standard for it normally, but can also show up as 7990 and 7991 for air, as well as 9016 for ground alt.
whenever it happens in a commercial game
Basically what I meant to say is that it usually doesn't happen in a commercial fighter because there's really no need for it. If the creator has one of the two methods I outlined as a fallback, that's enough. It's not like, say, Midnight Bliss where the whole anim looks weird if you don't have compatibility.
Re: Optional Animation Standards
#103  May 11, 2015, 08:07:02 pm
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Oh oops. Must've missed that. ^^;
Re: Optional Animation Standards
#104  October 12, 2015, 08:38:49 pm
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If anyone is interested in including a "Pac-Man" animation in their character for the "Arcade" hyper used by my WIP character, Jailbot:

Maximum "head" dimensions should be no larger than 14x14 (does not count hair/stuff that looks OK going out of bounds)
The axis should be center aligned inside the "head"
Should have 2 animations (one for left/right, one for down) - If you only make the L/R animation, that's fine - it will also work.

Character should have some semblance to Pac-Man.


Animatation numbers to be compatible:
17210 - Left/Right
17211 - Down

EXAMPLE:
KFPM




Without a custom "Pac-Man" animation, the enemy is instead scaled down using anims 0 (stand) and 20 (walk).

Re: Optional Animation Standards
#105  October 13, 2015, 03:10:03 pm
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Wouldn't it be better to turn the opponent into pacman if the required sprites are not available? So it'd still feel more custom?

At this point shouldn't the 4th hit anim from capcom characters be a standard? 5000-30, 5010-30, 5020-30

Does anyone actually use these numbers for anything else? I even tend to see them in the 50x1-30 and 50x2-30 spots in most Capcom sff
Re: Optional Animation Standards
#106  October 13, 2015, 03:40:08 pm
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Wouldn't it be better to turn the opponent into pacman if the required sprites are not available? So it'd still feel more custom?
I'd rather it be more personal - I think using the opponent's anims better conveys that they have become integrated into the game.  I'm sure you've seen a clip that I've uploaded with this behavior, if not here's a link.  I like to think it's not too shabby.

Plus, I spent way too much time trying to perfect the shrink / scale / rotate coding to just not use it anymore  :hyo:

Spoiler, click to toggle visibilty

Re: Optional Animation Standards
#107  October 27, 2015, 07:53:12 am
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JNP: Doesn't matter at all. Thing is, unless you add an identifier animation there is no true way of saying "This character has these sprites" as they will normally be included within existing animations. You won't be adding an extra anim just for those. And without the ability to check

selfanimexist(784574) = 1
in the custom state itself, nobody truly knows if their animation can use them or not. So unless there is a "check for capcom" which means you adhere to a specific capcom standard of sprites. Nobody is going to do anything. Unless it's a super special animation, you should always try and make it look right with the required sprites as listed.

And of course the animcheck method CAN bug out if someone uses one of those values for an effect or something as common standards do not exist within the elecbyte documentation. I would suggest we amalgamate the most common ones, like collapse, or guard crush and next time Elecbyte show up request they are placed in the documentation. We could do it for any other version of mugen we put online for access while they don't exist, but it's not going to be global enough, while a new version would be.

What ARE the common ones. Midnight bliss is nice, but tbh it's in response to a single character. So are a bunch of the other special darkstalkers animations. Guard crush, collapse. Fallen on stomach/stomach get up.  Anything else particularly? Looking for COMMON features, not fancy things.


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Re: Optional Animation Standards
#108  October 27, 2015, 02:11:22 pm
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Well that's for all the optional animations. Even JMM says he thinks he's the only one that uses the collapse in fight standard. I thought it was pretty common to use identifier code to be sure a character has optional community standard sprites/animations. I'm suggesting the -30 frames be added to this BECAUSE they are used so often by so many authors in so many characters from multiple Capcom games.

I'm sure more characters have those frames than have guard crush or collapse.
Re: Optional Animation Standards
#109  November 06, 2015, 05:01:08 am
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Good to know this thread is still on use. As you know, I'm working on Bishamon and seeing again this thread I decide to use the Seppuku state for EX Snap Sword (Haneyaiba). I'll be testing this so when I release Bishamon I let you know to use him as example so anyone can make his own Seppuku anim ;)
Re: Optional Animation Standards
#110  November 06, 2015, 05:05:29 am
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@Cyanide: Midnight Bliss isn't just used by Demitri, it's used by quite a few characters actually. Kang, Dooby Dummy, Pikapon's Tewi (no drain though), amongst others. Shock is used by quite a few, as well as Burned.

So yeah, Midnight Bliss is rather common. Shock, Burned, and Frozen are too. Those are what comes to mind at the current time. And I see you making fun of mah thread there, Jmorphman! : V
Re: Optional Animation Standards
#111  March 28, 2016, 04:34:46 pm
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As I'm making the throws and hits for my Rikuo there are of course several frames more than required.

How would be the best way for me to set a standard for all these little hit sprites I need in the opponent's sff?

Would the best method be to just tell where I put all these sprites at in the sff and to make 1 air animation that just holds them all with no timing preference so my character can look and see if it's there to see if the character is fully DS compatible?
Re: Optional Animation Standards
#112  March 28, 2016, 08:13:54 pm
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-Add all the non required sprites to Rikuo
-in the .air make two different get hit animations. One that uses required frames and one that uses the non standard frames.
-Choose a number not used in this thread for the get hit animation and have it be triggered by selfanimexist
-In the readme/release thread, include an animation skeleton which has the timings and axis positioning if required. Something like:

[Begin Action 5555]
5555,0, 0,0, 24; head
5555,1, 0,0, 5; mid
5555,2, 0,0, 9; foot

-Then add your new standard to this thread and BAM. :D



Re: Optional Animation Standards
#113  March 28, 2016, 08:42:45 pm
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That would make me needing to make several new standard anims.

My suggestion was to do this:
-Add all the non required sprites to Rikuo
-in the .air make two different get hit animations. One that uses required frames and one that uses the non standard frames.
-Choose a number not used in this thread for the get hit animation and have it be triggered by selfanimexist
-In the readme/release thread, include an animation skeleton which has the timings and axis positioning if required. Something like:

The only difference being I'd need only 1 animation standard instead of making several.

Example:
5000, 21-32 are unique get hit high anims
5010,1 is a unique mid-ish looking get hit
5010, 21-29 unique mid get hits
5020, 30 low get hit
5040, 1 extra hit ground frame
5040, 11 extra hit ground frame
5040, 21 extra get hit on ground
5160, 0 falling frame


Now instead of making several unique animations I was considering making 1 animation I'd search for that contains all the frames.
Noting where in the sff the sprites should be. So if you have this animation you are compatible with all my Rikuo's get hits, throws, etc

Any hits that need the animations will put the enemy in a custom state. So if they have the animation group in their air file it would play all animations correctly. If not it'd use a fill in as you suggested.

Does that sound like a better way for all these unique oddball hit frames that can be used in many cases?
Re: Optional Animation Standards
#114  March 28, 2016, 09:04:33 pm
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AHHHH

I get it now. I thought you meant a throw.

There's no need for any standard when it comes to additional frames, I usually just go up in ones for the extra frames. I did that for Bulleta.

Re: Optional Animation Standards
#115  March 28, 2016, 09:07:25 pm
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Some of these are needed in throws though :P To be accurate.
Re: Optional Animation Standards
#116  March 28, 2016, 10:10:46 pm
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It's pretty hard to be accurate with throw animations for P2 and usually isn't worth it. Can a basic version be implemented using the standard get hit sprites?
Re: Optional Animation Standards
#117  March 28, 2016, 10:18:09 pm
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Well of course. I'm making a standard alternative. I just wanted an optional standard for those that may have the frames needed for fully accurate anims is all.

I just never saw a super check. I mean it could just be something like a blank anim like Messatsu uses  really. Just to note that the character has all the sprites in the right places. That was the plan. I was asking if that'd be a good way to do it.
Re: Optional Animation Standards
#118  March 28, 2016, 10:20:25 pm
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Yeah, I guess that makes sense, but it seems like it's a bit more complicated than the usual method (even though it reduces the amount of animations to be added to one).
Re: Optional Animation Standards
#119  March 28, 2016, 10:37:32 pm
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Since the payoff is so small it seemed easier to me than having to make ppl add several anims for all these extra totally nothing special get hit animations. The specific standards seem mostly geared to bigger changes. I'm sure I'll be the only one to use it but in the event others want to call those specific get hits too it'd add a sort of sub required set.

Thanks for the input guys!
Re: Optional Animation Standards
#120  February 28, 2017, 12:28:01 pm
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Re: Optional Animation Standards
#121  December 05, 2017, 03:36:53 am
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So, I'm actually wondering about this. I was looking at Yu-toharu's site at custom states, and couldn't find any information on this one at all. Yes, it is the Sexy KO animation. I'm not doing any sprites for this, but was wondering what exactly the animations for this are? I've only seen it twice, once in SYD's Kung Fu Girl, and once in Choiyer's Haruhi (shudders). What I have is from KFG:

From what I could find from KFG:

[Begin Action 25030]
25030, 0, 0, 0, 5

[Begin Action 25035]
25030, 1, 0, 0, 7

[Begin Action 25050]
25030, 2, 0, 0, -1

[Begin Action 25100]
25030, 6, 0, 0, 1

[Begin Action 25160]
25030, 5, 0, -10, 3

[Begin Action 25110]
25030, 7, 0, 0, 5
25030, 8, 0, 0, 5
25030, 9, 0, 0, 5
25030, 10, 0, 0, 5
25030, 11, 0, 0, 5
Loopstart
25030, 12, 0, 0, 1

Haruhi does it in a weirder way, and I'm not sure how MUGEN actually handles these. As much as I don't like looking in Haruhi's SFF, I did learn that other things can be made to happen during the animation as separate objects. But yeah...anyone that's done these animations and/or added them to characters know if this is how those work??
Re: Optional Animation Standards
#122  December 05, 2017, 05:10:40 pm
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While this thread's being bumped, I'd like to mention that I've recently updated the first post with a thorough documentation of several new animation standards. I think I've got pretty much all the major standards (still gotta add the Z2 anims, though), but I'm not sure if it's worth adding every single animation that's listed here.
Re: Optional Animation Standards
#123  December 07, 2017, 04:13:27 pm
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I updated the Cused to include the states needed for flying cursed chars like when Morrigan is turned into a bat.
Re: Optional Animation Standards
#124  December 12, 2017, 07:36:13 am
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Much appreciated on that, JNP~ It's nice to see that this was updated while I wasn't looking heh. As to you, JMan, probably not? Some of those I don't even know if they're used at all, or that often. Tiki's Divinestone seems to be used a lot in JP characters I've noticed, though it's only with Tiki so...

As to my question, I'd like to amend it a bit. In addition to what I asked, is there a way to set it based on a timer. For instance, if the character is defeated before 20 seconds or something, then a specific animation happens?? Doesn't even have to be Sexy KO for this one (though it's something I'm still investigating for exchange of help), could be any animation in general I suppose.