Hi allAs many of you know, I'm a n00b when it comes to creating stuff in MUGEN but I am desperately looking to contribute and learn one step at a time. I read the tutorials but I think I have to go back and give them another read to grasp all of that info.I do, however, have a question regarding rplacing hitsparks. So far, I've saved the hitsprites I want to use (yes I got permission) from an author's creation in .pcx form. I added these as a group to the character I am currently editing and I even was able to make them appear during an actual match! lol but with a huge flaw. The sprite appears/fades in super slow mo! I am struggling to figure out how to fix this! I looked at one tutorial and it seems as if it's related to perhaps the palette. The solution is somethig like copying the spark's palette into the character's palette, then saving the char. pal. before using photoshop in order to load the new pal on all .pcx sparks. If this works, then the colors of the spark should not change. Unfortunately, as soon as I load the palette onto the sparks, everything turns to shit.Can anyone please help me with this? I step by step would be greatly appreciated and/or other tips would be great too. I'm also wondering if there's any alternatives I should be looking at b/c right now, the whole palette theory is just a theory. I couldn't find anything else talking about replacing hitsparks.Hope someone can spare some time to help me out.I would be grateful!Thanks in advance!
try reducing the duration of the spark animation.example in the air file:[Begin Action 0]0,3, 0,0, 7 The above line means to use sprite (0,3) (ie. group 0, image number 3) in the position 0,0 (ie. x=0 and y=0), and display it for 7 game-ticks. 1 game-tick is 1/60 of a sec, so 60 ticks is 1 sec. By lowering that value in the animation of each one of the sprites in the animation of your spark, you will make the animation faster.p.s. palettes has nothing to do with display time, they only load colors into the sprites.
the_mike said, November 30, 2011, 07:21:51 amtry reducing the duration of the spark animation.example in the air file:[Begin Action 0]0,3, 0,0, 7 The above line means to use sprite (0,3) (ie. group 0, image number 3) in the position 0,0 (ie. x=0 and y=0), and display it for 7 game-ticks. 1 game-tick is 1/60 of a sec, so 60 ticks is 1 sec. By lowering that value in the animation of each one of the sprites in the animation of your spark, you will make the spark animation faster.I didn't think of that. Awesome! I will try it out! EDIT: IT WORKED!Except the sparks seem to appear randomly. I'm not a coder so bear with me please. This is what I am using in the hitdef:sparkno = S8181+random%8I have four different sparks and I want them to appear randomly on hit. They do that, but what I meant above is that they don't ALWAYS appear. Like I'll have to hit LP repeatedly and they won't always appear (although when they DO appear, it does seem like all four different sparks are coming through at random which is what I want).Any idea why they wouldn't be appearing EVER time I hit LP?Thanks again guys. You're super!
use:sparkno = S8181+random%4insteadthat should work...Q: why?A: random as its name implies, generates a random value that varies between 1 and the number after the "%" so random%8 generates 8 numbers that are added to the number 8181.mugen will try to display a random spark out of any of these:S8182S8183S8184S8185S8186S8187S8188S8189and because you only have 4 sparks, the other 4 don't exist and can't be displayed, thus they don't appear. with random%4 mugen will try to display any of these:S8182S8183S8184S8185make sure your sparks are numbered afetr any of those to be properly displayed