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Character Intro & Adding to Stage Question (SOLVED)

Started by Sapphire Lament, October 19, 2010, 11:19:16 AM

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Sapphire Lament

I have just finished my second attempt at a decent arcade roster with God Rugal (cvsg_rugal) as my final boss. His two sub bosses are first Rugal (normal), then Akuma. The reason I chose this is because God Rugal has a intro that shows him absorbing Akumas power, then throwing him off to the side. I thought it would be perfect for the player to beat Rugal up, then fight Akuma and beat him, and then a pissed off Rugal comes on over and uses Akumas power to become a God and have a rematch with you. I dunno, I like it.

So my issue is, I have been trying to search everywhere in the forum for how to delete/change intros. I want God Rugal to always do the Akuma Throwing Intro every time. But that .CNS file is soo overwhelming. If any of you guys can help me out it would be much appreciated.

Cyanide

Most likely god rugal has state 190 or 191 that manage the randomisation of his intros. Can you please post either of those 2 states (or both if he has both)


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Sapphire Lament

Sure thing. Forgive me if I gave you the wrong ones. I assumed the ones with "Intro" within them were the ones you were looking for. Here ya go...

--------------------------
[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
--------------------------
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
--------------------------
[State 5900, 3] ;Intro
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
--------------------------
[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190
--------------------------
[State -3, Turns Mode Intro]
type = ChangeState
trigger1 = roundsexisted <= 0
trigger1 = roundstate = 0
trigger1 = time = 0
value = 190
--------------------------


Hope this helps. Thanks!


Cyanide

Whole state please. Not just the bits that say intro. So find

[statedef 190]
and copy paste everything below that until the next line that reads statedef

Do the same for 191.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Sapphire Lament

Oh ok my bad. Here...

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

[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State -2, 3]
type = ChangeState
trigger1 = Time = 0
value = ifelse(random<125||(IsHomeTeam && Roundstate = 0 && Pos X > 0),192,191)

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

[Statedef 191]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 190

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 190, 0

[State 190, Voice]
type = PlaySnd
trigger1 = AnimElem = 10
value = 190, 3

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

Hope I got it right this time. Thanks!

Cyanide

That was mostly to tell me what the randomisation was. Which it has. He has 2 intros

[State -2, 3]
type = ChangeState
trigger1 = Time = 0
value = ifelse(random<125||(IsHomeTeam && Roundstate = 0 && Pos X > 0),192,191)

That's the randomiser. What you need to do now is re-write that line to just read value = 191, see if it's the intro you want, if not, make it value = 192 and you'll be sorted.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Sapphire Lament

Got it. It was 192. Awesome! Thanks a lot bro!

Off Topic:

This isnt too important, but its a nice subtle effect if I can pull it off. The stage im having the player fight God Rugal is "ggxx_heaven" and opening it in Fighter Factory shows me that its a multi-teared stage unlike the single image ones. It has the plane which the fighters fight, some stairs in the back, then even mores stairs leading to a broken door, some floating crystals, and a heavenly maelstrom in the back. So when you play on this level the perspective changes as you move right to left. I just want to edit the fighting plane. I was going to insert a broken and bleeding akuma in the stage. That way when the round starts with God Rugal throwing him to the right, if you fight over there some, you will see his body instead of assuming God Rugal threw him 1000ft away from the stage.

I know how to do single image stages kinda easily, but this one is my first tiered stage. How would I go about just changing that fighting plane image with my edited one w/o messing with the others color palettes? Everytime I click "Change" and put in my .pcx file, the other images palettes screw up and look like glitches.

Forgive me if im using this post for another question. I could make another post if thats what you prefer. Thanks!

Cyanide

Probably the easiest thing to do is split your akuma image off and add him as a new bit to the stage. So, placed below the fight plane in terms of the text used to add him. Use the pos stuff to position him similar to the alignment of the bit you fight on and then move him till it's right. Copy pasting the fight plane's settings then changing the image/group numbers should get you there.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Sapphire Lament

Ok I made a separate akuma image like you said and added him to the stage. Then I get this error message:

Fighter Factory - Untitled (SFF)
"This image can be visualized incorrectly, because does not exist none palette applied to the SFF. To correct,adjust the group, palette of the image or open one act palette in the panel of palettes." Click "OK"

So after that error I position him and every time I try the image may sometimes disappear or the other images colors go crazy. I remember doing this a few years ago and I dont ever remember having an issue. If only I could turn back time and remember the details, lol. So ya bro, I got no idea what to do. :(

Cyanide

You loaded the sff file by itself? Add the image as unshared and tbh, nothing should break there. If it's still giving you shit, go to randomselect and download MCM. that won't interfere.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Sapphire Lament

Ya I cant get it to work. Even downloaded the MCM program. When I add a new sprite or even change the sprite it gets distorted, stretched, and void of all original colors.

In Fighter Factory, I load the sff file and I see all the sprites the level has, and everything seems fine. Once I add the new Akuma sprite, I make him the Group 0 Image 0 so he is in front of the floor plane which is now changed to Group 0 Image 1, and etc. with the rest of the images down the line. If he hasnt disappeared or screwed up yet, I save and view it in stage viewer. It basically looks like all the images in are off by a bit, and images bleed as I move, and it flashes black and white constantly.

MCM, I load the sff file and I also still see all the sprites. Once I add akuma to this one though akuma is instantly distorted, stretched, and void of original colors. Once I save, its the same result as above.

Is there something in the def file I need to change besides the new name obviously. I call these "test" until I get them right and go into the def and change...

[BGdef]
spr = stages/ggx_heaven.sff

to

[BGdef]
spr = stages/test.sff

Very lost.

Cyanide

You still need to make akuma 256 colours. You can hit optimise on the image in FF and that should give you a functioning 256 colour image.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Sapphire Lament

Went to Palette and loaded up the Akuma image, Optimized it and saved it. Went to add it, and got the same error and problems.

Sapphire Lament

Do you think its screwing up because maybe he needs to be added to the .def somewhere? I did change the 'Group X Image X" on some parts of the stage so Akuma would be infront of the fighting plane. But I wonder if doing that would cause him to be over the players as they walk by. Hrmmm.


[Info]
name = "test"

[Camera]
startx = 0                     ;ƒJƒƒ‰ŠJŽnˆÊ'u
starty = 0
boundleft = -223
boundright = 223
boundhigh = -207
boundlow = 0
verticalfollow = 0.7
tension = 50

[PlayerInfo]
p1startx = -70
p1starty = 0
p1startz = 0
p1facing = 1

p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1

leftbound  = -1000
rightbound =  1000
topbound  =  0
botbound  =  0

[Scaling]
topz     = 0
botz     = 50
topscale = 1
botscale = 1.2

[Bound]
screenleft = 15
screenright = 15

[StageInfo]
zoffset = 222@@@  @@@@;'n–Ê
autoturn = 2                 ;‰e,Ì'·,³
resetBG = 0

[Shadow]                     ;‰e
color = 100,100,100
yscale = .27;.27
reflect = 0

[Music]
bgmusic = sound\19-solemn voice Stage ~Cathedral Gallery~.mp3
bgvolume = 255

[BGdef]
spr = stages/test.sff

;////////////////ƒAƒjƒ§Œä////////////////////

[BG ‰_]
type = normal
spriteno =0, 10
layerno = 0
start = -246,-128
delta = 0, 0.42
trans = none
mask = 1

[BG ...»1]
type = normal
spriteno =0, 5
layerno = 0
start = 241,-272
delta = 1, 1
trans = none
mask = 1

;[BG ...»1]
type            = anim
layerno         = 0
actionno        = 1
start           = 241,-272
delta           = 1,1
trans           = None
mask            = 1


[BG ...»2]
type = normal
spriteno = 0,6
layerno = 0
start = -176,-257
delta = 1, 1
trans = none
mask = 1

[BG ...»3]
type = normal
spriteno = 0,7
layerno = 0
start = 187,-276
delta = 1, 1
trans = none
mask = 1

[BG ...»4]
type = normal
spriteno = 0,8
layerno = 0
start = 64,-76
delta = 1, 1
trans = none
mask = 1

[BG ...»5]
type = normal
spriteno = 0,9
layerno = 0
start = -62,-97
delta = 1, 1
trans = none
mask = 1

[BG "à]
type = normal
spriteno =0, 4
layerno = 0
start = -31,-50
delta = 0.70, 0.97
trans = none
mask = 1

[BG °4]
type = normal
spriteno =0, 3
layerno = 0
start = -71,61
delta = 0.74, 0.97
trans = none
mask = 1

[BG °3]
type = normal
spriteno =0, 2
layerno = 0
start = -121,36
delta = 0.80, 0.97
trans = none
mask = 1

[BG °2]
type = normal
spriteno =0, 1
layerno = 0
start = -216,43
delta = 0.89, 0.97
trans = none
mask = 1


[BG °1]
type = normal
spriteno = 0, 0
layerno = 0
start = -384,-142
delta = 1, 1
trans = none
mask = 1

[BG ‰J1]
type  = normal
spriteno = 0,11,,A1
start = -246,-128
delta = 1, 1
mask = 1
tile = 1,1
velocity = .05,-70
sin.x = 0, 120
trans = add
tilespacing    = 200,100
layerno        = 0


[BG ‰J2]
type  = normal
spriteno = 0,11,,A1
start = -246,-128
delta = 1, 1
mask = 1
tile = 1,1
velocity = .05,-120
sin.x = 0, 240
trans = add
tilespacing    = 200,100
layerno        = 1

;////////////////ƒAƒjƒƒAƒNƒVƒ‡ƒ"////////////////////

Cyanide

If he's not added to the .def he simply won't show.

You're not adding him as 0,0 are you? That will 100% break things for winmugen. That sprite defines the character palette and causes winmugen to throw a hissy fit unless you do it right.

Put him in as something else.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Sapphire Lament

OK I changed him to Group 0 Image 1. Went to check the level and it still flashes and looks glitchy but from what little I see, the images are almost at the spots they should be. But no Akuma still.

How do I go about adding him to the .def so he will show?

Lost_Avenger

Are you trying to add him to the stage itself?

Open the stages def file. Go down to the bottom and add this. You may need to move it around as far as where it is in the def otherwise it might screw up the stage.

[BG Akuma]
type  = normal ;he's a decoration, you can animate him also
spriteno = 0, 1 ;Group 0, sprite 1. Change that to whatever your Akuma sprite is
start = 0, 201; This is where he starts on the map. You'll probably have to adjust this
delta = .9, 1 ;For layer purposes
mask = 1 ;uses its own pallet(I think? again, it has been a while)
velocity = 0, 0 ;so he doesnt move
tile = 1, 0 ;forgot what this did, havent made a stage in a while
tilespacing = 0, 0 ;you might need to make this like 500,0. In case it randomly throws a bunch of Akuma's in a row.

If the pallet didnt work(Im guessing you used Waru's), Add the sprite to group 400 or something the stage doesnt use. Make sure you dont share the pallet(his colors will screw up)

You could also do it through the character itself as a helper, but it may take some adjusting to get him in that one spot though. 

Hope that helps(check Cybaster's stage tutorial cause it explains things much better than I did)

-
http://www.trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!

Sapphire Lament

#17
Ok wow this helped a lot. The stage looks fine in Stage Viewer. It is exactly what I wanted it to look like. But when I play the game, Akuma isnt there!? Odd. I checked my select.def to make sure that my boss (God Rugal) had the right stage next to him. And he does. I get so close only to get another problem lol. Thanks for you guys sticking with me this long. Hopefully this is the last issue.

Any ideas how to make him appear in game?

EDIT: Here is the code you gave me, with the tweaks I made to make him show up. At least in Stage Viewer, that is.

[BG Akuma]
type  = normal
spriteno = 400, 0
start = -550, 160
delta = .9, 1
mask = 1
velocity = 0, 0
tile = 1, 0
tilespacing = 600, 0

Hope this helps. :)

Sapphire Lament

I tried redoing it a few times, but still the same result.

Stage Viewer will show the stage perfectly with Akuma laying dead on the floor.

But in game, when I play the level, Akuma is no where to be seen.

Im lost.

Lost_Avenger

#19
Um... so when you move to the right/left Akuma isnt there? He might be moving as you move, change his delta(numbers range from .1 to 1. 1 is the floor(for me anyway) with the background(sky type things) as like a .7 or .8. The smaller that number the deeper it is in the stage.

If that doesnt work, increase the spacing a little more

If that doesnt work, move Akuma's code around. The order the code appears in does effect the stage

hope that helps

Edit: You can also try setting Akuma's vel to like... -5 if it is on the right and 5 if it is on the left. If you see him move when you dont, then it is an order/delta issue(I think?)

-
http://www.trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!