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It's possible to use afterimage in that way? (Read 1448 times)

Started by ShinZankuro, November 24, 2019, 04:17:17 am
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It's possible to use afterimage in that way?
#1  November 24, 2019, 04:17:17 am
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Using another palette color in afterimages but always in all palettes selectable.

Talking that because I noticed Capcom CPS2 games has a strange peculiar color style of afterimages.

The image here will display what I mean:



While doing some attempts to approximate the color of the afterimage to the real ones, I noticed one of the palettes matches perfectly with that blue-ish color when I use some of my afterimage codes.

It's possible [via helper, or etcetera] to make the afterimage spawns but using a specific palette for all supermoves and all normal palettes?

Thanks in advance!
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Last Edit: December 01, 2019, 02:54:21 am by ShinZankuro
Re: It's possible to use afterimage in that way?
#2  November 24, 2019, 05:06:39 am
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I remember someone talking about the use of explods to simulate afterimage, and since you can use "ownpal = 1" on explods, I THINK, it's possible.
Probably you would need to add the same sprites of your char but with their own palette separated from the char, and use it as a helper with the same animation as your move, and then apply the afterimage to the helper instead of the char. I'm not sure if it will work though as I never tried anything like that. Maybe someone else can give you a better answer...
Re: It's possible to use afterimage in that way?
#3  November 24, 2019, 05:13:25 am
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I've tried something involving helper [and inside a remap coding, invisible assert and a normal afterimage coding but using a specific palette]

But it kinda bugs some effects
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Re: It's possible to use afterimage in that way?
#4  November 24, 2019, 08:02:40 am
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One of the settings for afterimage lets you make it black and white. Use that one. Turn off all transparency stuff for the image and then set the colour of the afterimage to the lightest colour from the source game.

Its not perfect but its damn close


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Re: It's possible to use afterimage in that way?
#5  November 24, 2019, 08:58:29 pm
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Hmm, never knew about that black and white option..

Gonna try it
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Re: It's possible to use afterimage in that way?
#6  December 01, 2019, 02:58:13 am
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Finally managed to find a solution for that!





Tried that code here [As studing some old remappal tricks]

NEW afterimages

[State 1400, Helper];afterimages
type = Helper
trigger1 = animelem = 3
name = "after image helper"
id = 1406
postype = P1
pos = 0,0
stateno = 1406
ownpal = 1
size.xscale = 1
size.yscale = 1


; Lightning Afterimages
[Statedef 1406]
type    = S
movetype= I
physics = N
ctrl = 0
;velset = 0,0
sprpriority = 1

[State 0, RemapPal]
type = RemapPal
trigger1 = 1
source = 1, 1
dest = 1, 2 ;The group and palette you want to use definitely as the fixed afterimage one
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = root, pos x
y = root, pos y

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != parent, anim
value = parent, anim
ignorehitpause = 1

;[State 1406, ChangeAnim]
;type = ChangeAnim
;trigger1 = Time = 0
;value = root, Anim
;elem = root, animelemno(0)

[State 1406, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
;flag = intro
;flag2 = invisible


[state 3000, 2]
type = afterimage
trigger1 = time = 0
time = 999999999
length = 20
framegap = 6
palcolor = 0;0
palinvertall = 0
palbright = 100, 100, 100
palcontrast = 115, 115, 255
paladd = 0, 0, 0
palmul = 1.0, 1.0, 1.0
trans = none
ignorehitpause = 0


[State 1406, DestroySelf]
type = DestroySelf
trigger1 = parent,movetype = I
trigger2 = parent,movetype = H
trigger3 = parent,winko

As a result, the afterimage will be fixed into one color instead of using the palette other colors. There's a bit of tweaks it needs [like sometimes it became transparent even with the transparence turned off, and some explods used as fx, will get remappal-ed unless you delete the "ownpal = 1" thing]

But it's a giant step! :D


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