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Super Buu Z2 [Project] (Read 676209 times)

Started by Barker, February 06, 2015, 02:22:19 am
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Re: Super Buu Z2 [Project]
#1101  March 28, 2017, 04:16:46 pm
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I actually was thinking of a winpose where he would use the enemy colours, but found no way to do it other than recognizing the opponent.
( It would be to make a candy with the opponent colors)
You could control P2 through win-pose phase, changeanim to their Portrait, then use Angledraw scaling... and overlay some details if you want (an Explod from Player 1's states).  Not sure what happens if you pair angledraw rotation with scaling, but maybe that could help make it an even nicer effect.  If you decide to try this, be sure to not display P2's portrait via Explod - it will not scale properly if they have a different local coordinate space from Buu.
With the right triggers in place, you can guarantee it will work correctly otherwise default to another win pose.

Last Edit: March 28, 2017, 04:21:18 pm by altoiddealer
Re: Super Buu Z2 [Project]
#1102  March 28, 2017, 04:26:09 pm
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that would probably require you to use sprites already within p2, and that was what i was trying to avoid. I was thinking of having an object from inside buu displayed with the pal from the opponent.

Displaying something already within the opponent sff is possible, we already do that with the cursed forms.
Re: Super Buu Z2 [Project]
#1103  March 28, 2017, 05:08:11 pm
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that would probably require you to use sprites already within p2, and that was what i was trying to avoid. I was thinking of having an object from inside buu displayed with the pal from the opponent.
But as you said, you could only really do that by detecting the enemy by name or whatever and applying a preset pal. A lot of work.

But yeah, although 9000,1 is in practically every character, I understand you can't detect whether or not they have the sprite - which means if they are missing the sprite it would result in an error.

Re: Super Buu Z2 [Project]
#1104  March 28, 2017, 05:11:03 pm
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Re: Super Buu Z2 [Project]
#1105  March 28, 2017, 05:30:14 pm
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http://mugenguild.com/forum/topics/helper-sctrl-169754.0.html
The docs say remappal doesn't work with helpers. I guess you mean with helpers that use the same palettes as its root
I know I took this off topic heh.  So it looks like that's only if you use the "remappal" parameter for the Helper state controller. But you can use the RemapPal controller within the Helper, no problem.
Spoiler: Code from a helper in Jailbot, works perfectly fine in 1.0 (click to see content)
The glow changes Pals, Jailbot does not

*Edit* To clarify, RemapPal affects the pal used by sprites universally - the controller does not have to be used in the helper's code to affect the pal the helper is using.

Last Edit: March 28, 2017, 07:01:18 pm by altoiddealer
Re: Super Buu Z2 [Project]
#1106  March 28, 2017, 05:45:19 pm
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I'm sure XG won't mind the added knowledge if he wasn't aware.

You should add that info to the helpers thread because I thought it was 1.1b exclusive like it says! Now I wonder if you can use them with explods too!!! ^_^
Re: Super Buu Z2 [Project]
#1107  March 28, 2017, 06:13:57 pm
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Re: Super Buu Z2 [Project]
#1108  March 28, 2017, 07:52:16 pm
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Using RemapPal on actual helpers has been used a lot of times.

Our Saibamen have been using it for a long time, to make multicolored Saibamen (1.0 only) or single colored ones (1.0 and winmugen only)
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Re: Super Buu Z2 [Project]
#1109  March 29, 2017, 02:33:57 am
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Hehe thank you guys for taking this to discussion. ;D


And here's a actual palette entry based on my previous suggestion, because I really liked how it turned out:



Blue Side

Re: Super Buu Z2 [Project]
#1110  March 31, 2017, 12:06:35 am
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Been a while since I've updated. New stance!
>>
Re: Super Buu Z2 [Project]
#1111  March 31, 2017, 12:16:56 am
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Holy cow! That last version is so freaking smooth!
Re: Super Buu Z2 [Project]
#1112  March 31, 2017, 12:45:39 am
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Aside from the very nice animation,is he recolored?
The whole ordeal seems too Jojo:Heritage of the Future-esque to me.
The animation and shading.....just wow.
~ A swift blade makes monsters tame. ~
Re: Super Buu Z2 [Project]
#1113  March 31, 2017, 01:10:53 am
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Smooth AF

Re: Super Buu Z2 [Project]
#1114  March 31, 2017, 01:21:10 am
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This looks very nice!
Re: Super Buu Z2 [Project]
#1115  March 31, 2017, 01:45:05 am
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Thanks y'all! As for the colours, it's within the same template. Recently I had to purge a lot of incorrect shades, though.
Re: Super Buu Z2 [Project]
#1116  March 31, 2017, 02:29:20 am
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Buu and Tien are the ones I hope the new posture looks incredible. Very good barker job!
Re: Super Buu Z2 [Project]
#1117  March 31, 2017, 03:46:10 am
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You have learned much. What a transformation!
Formerly LunchPolice aka Quack
Re: Super Buu Z2 [Project]
#1118  March 31, 2017, 04:03:48 am
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Thank you thank you. It's even crazier when you compare it to my first attempt!
Re: Super Buu Z2 [Project]
#1119  March 31, 2017, 07:55:26 am
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Dont knock it. The original one is still really good.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Super Buu Z2 [Project]
#1120  March 31, 2017, 02:11:39 pm
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I think the viewer's left side ankle has to be darkened when his pants flow out enough to darken the front end of his shoe.  There's something about left side crease by the top of his pants, too... the pants movement on either side mirror each other, except for that crease which turns the opposite direction as the crease on the other side.  Just blurting this out as I see you are striving for perfection and this happens to catch my eye