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Portriat palette issue and state issue (Read 397 times)

Started by Khali, May 11, 2010, 04:35:22 am
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Portriat palette issue and state issue
#1  May 11, 2010, 04:35:22 am
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First question, my palette works fine so long as I'm in the fight, etc.  However, on the select screen the palette for my character's icon is horribly disfigured with a random palette.  Where it is getting this palette is beyond me.  Thoughts?

Second, I added an attack that does a downward strike, but when the character hits the ground (Not sure if this is "pos y" or "vel y") I want the animation to switch to another state.  The original state was a ground attack, I wanted to add an aerial version, this version works, but if I'm too low to the ground for whatever reason, it instantly changes to State 0 (As it is set right now).  Now, I tried changing it to the standing version of the attack, but this plays the standing attack from the begining of the animation to the end.  Is there any way I can make it change state and retain the same animation number (Both versions of the attack use the same animation, I can duplicate the animation if need be).  I'm just wondering if say on frame 8, I can make it switch to the same state on frame 8?
Re: Portriat palette issue and state issue
#2  May 11, 2010, 02:17:04 pm
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First question, my palette works fine so long as I'm in the fight, etc.  However, on the select screen the palette for my character's icon is horribly disfigured with a random palette.  Where it is getting this palette is beyond me.  Thoughts?

Character's select portrait "9000,0" MUST share the same palette as the character.

Second, I added an attack that does a downward strike, but when the character hits the ground (Not sure if this is "pos y" or "vel y") I want the animation to switch to another state.  The original state was a ground attack, I wanted to add an aerial version, this version works, but if I'm too low to the ground for whatever reason, it instantly changes to State 0 (As it is set right now).  Now, I tried changing it to the standing version of the attack, but this plays the standing attack from the begining of the animation to the end.  Is there any way I can make it change state and retain the same animation number (Both versions of the attack use the same animation, I can duplicate the animation if need be).  I'm just wondering if say on frame 8, I can make it switch to the same state on frame 8?

Air Attack:

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y>=0
value =

Ground Attack:

You could say, IF the ground attack hits your opponent. It can then change to the second attack you had in mind.

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimElem = 8 && MoveHit
value =
Re: Portriat palette issue and state issue
#3  May 11, 2010, 08:45:30 pm
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Second, I added an attack that does a downward strike, but when the character hits the ground (Not sure if this is "pos y" or "vel y") I want the animation to switch to another state.  The original state was a ground attack, I wanted to add an aerial version, this version works, but if I'm too low to the ground for whatever reason, it instantly changes to State 0 (As it is set right now).  Now, I tried changing it to the standing version of the attack, but this plays the standing attack from the begining of the animation to the end.  Is there any way I can make it change state and retain the same animation number (Both versions of the attack use the same animation, I can duplicate the animation if need be).  I'm just wondering if say on frame 8, I can make it switch to the same state on frame 8?

Air Attack:

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y>=0
value =


You also needs to set physics = N for that state, otherwise he'll go to the landing state automatically, regardless of the changestate mentioned above. Of course this means you need to manually code the velocities if you dont want him to stay in the air or remain at the same velocities the character starts with.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Portriat palette issue and state issue
#4  May 12, 2010, 01:24:00 pm
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Quote
Character's select portrait "9000,0" MUST share the same palette as the character.
Only for SFFV1. If you use SFFv2, it can have any palette. This is the main reason why I converted my characters to SFFv2, is finally removed this completely unnecessary limitation.
Of course, using SFFv2 makes the character work on the new mugen only.
Re: Portriat palette issue and state issue
#5  May 12, 2010, 05:10:27 pm
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Quote
Character's select portrait "9000,0" MUST share the same palette as the character.
Only for SFFV1. If you use SFFv2, it can have any palette. This is the main reason why I converted my characters to SFFv2, is finally removed this completely unnecessary limitation.
Of course, using SFFv2 makes the character work on the new mugen only.

Only problem is, aside from the official tools released by elecbyte, there is no real way of working with SFFv2. FF and FFU doesn't support it, and I believe its safe to say that a large majority of authors prefer using FF over the official tool used for constructing SFFv1 (back before 1.0 and SFFv2 existed)

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Portriat palette issue and state issue
#6  May 22, 2010, 04:07:20 pm
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Yeah...that's why I make my characters using SFFV1, and when they are complete, then I convert them to SFFV2.
Sure, adding new animations would be a little bit harder, but I convert only when I don't plan to add anything new to the SFF anyway.

I really hope there'll be an SFFV2 compatible FF released soon.