Zero-Sennin's WIPs (Working on updates, check latest post)

Started by Zero-Sennin, December 27, 2007, 01:00:16 AM

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Zero-Sennin

OK...After a year of nothing, I've finally started work on a good n00b project.

Introducing "Ranko" Saotome!



Anyone familiar with Ranma 1/2 immediately knows where this is going. If you don't, well, Wikipedia is your second-best friend.

So far, I've gotten a little far. But she's barely playable, possessing only ground and crouch attacks, as well as a working special, as well as one that DOESN'T work. (More on that later.)

Screenshots:







(Before anyone says it, yes, I know the lifebar pic is screwed up. FighterFactory is being retarted when I put it in and won't give it a bleeding unique palette.)
Intended features include:

Power charge
Evasion Roll
At least one or two custom supers
Special intro, winpose against Evil K9999's Ranma. (Hopefully.)

I'll look for beta testers eventually, but if anyone wants to help with the coding now, I'll give her to you for analysis. (Mix of KFM's code and my work as far as the cns and cmd goes.)

All right, that's all.

PS: THE CODE PROBLEM IS FIXED, SO I GOT RID OF IT. :kugoi:
~ZS

EDIT: I'm officially in beta-testing mode. Here are the general guidelines:
QuoteI would like at least two more individuals to volunteer. If you leak my character or use code from it without my permission, I will put you on my personal blacklist and will make it a point to inform any other creator looking for beta testers about you. Plain and simple.

As extra protection, each beta-tester will receive a password that will only work once.

That's all. Just post here to give it a shot. (I'm warning you, leakers and thieves, I'm serious about that blacklist.)
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

~*Ishida-Uryuu*~

#1
Your animelem trigger is wrong. Instead of "AnimElem = 1030" it should be "AnimElem = whatever-frame-of-the-character's-animation-you-want-the-projectile-to-appear".

And if you want to reduce spamming, you have a few choices.

1. Put "ctrl" as a trigger1/all on the attack in the CMD.
2. Make !numproj(your-projectile's-ID) a trigger1/all.
3. Elongate the animation. (Mostly for anti-cheapness reasons, but you don't really need to do this.)

I hate typing on this stupid Wii...

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)

DMK

Quote from: ~*Ishida-Uryuu*~ on December 27, 2007, 01:15:10 AM
I hate typing on this stupid Wii...

But chu know you love playing with it.  :D

For the portrait, does it have the palette set to it?

If not it'll get screwed up like that.

Zero-Sennin

Quote from: Dee Emm Kay on December 27, 2007, 01:23:57 AM
For the portrait, does it have the palette set to it?

If not it'll get screwed up like that.

I swear that I applied its own unique palette in Photoshop, then when I imported it into Fighter Factory I got BLARGH.

And in regards to the projectile:

CMD change=
[State -1, Mouko Takabisha]
type = changestate
value = 1030
triggerall = command = "QCF_x"
triggerall = ctrl = 1
trigger1 = var(1)

CNS=
[StateDef 1030]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1030
poweradd = 20

[State 1030, 1]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1031
projhitanim = 1032
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 0,-30
velocity = 3
attr = S, SP
damage   = 100
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1030, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

It slowed down the spamming, at least... I think it still needs tweaking though, it's still possible to over-use.

Thanks for the advice, be back in two hours.
(Also, how do I add dodge roll maneuvers? I think I could figure out the code, but...yeah...)
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

DMK

QuoteI swear that I applied its own unique palette in Photoshop, then when I imported it into Fighter Factory I got BLARGH.

Hm.

Are you useing a base for him?

Perhaps on that base the characters portrait was linked to other sprites would be my guess.  :(

Zero-Sennin

Quote from: Dee Emm Kay on December 27, 2007, 01:48:23 AM
QuoteI swear that I applied its own unique palette in Photoshop, then when I imported it into Fighter Factory I got BLARGH.

Hm.

Are you useing a base for him?

Perhaps on that base the characters portrait was linked to other sprites would be my guess.  :(

Well...The image is from a different sheet than the other ones, and the source sheet is a PNG... No idea if that clears it up or not.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

DMK

Perhaps then it may not have the same direct pallete.

You might want to go back and manualy edit the small portrait to the original sheet and re-add the sprites with the new pallete with that small portraits colors now in-cluded.

There's another way involveing fighter factory being able to add the extra colors but don't remember it to well.

I'm sure the more and alot better creators around could be kind enough to tell you how.

I myself am a novious still at this stuff and don't remember each trick throughly yet.  :(

Zero-Sennin

#7
Just some stuff to let you know that I'm not dead.


EDIT1: Crap, that hitspark is so off. SONOFA...*sigh* Yeah, I'll fix that.

Also added jump strong punch, and covered all CLSN2s with CLSN1s. (No inf. priority, WOOTZ. :kugoi:)

Quick question: can anyone help me figure out why my projectile won't display the explosion animation I made and specified for it? (Haven't touched the code above in days, so everything's the same.)

EDIT2: Did I get my rainbow star 'cuz I posted in Projects?
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Ryon

may i asked what he/she/it is called ranKo ?

Zero-Sennin

Quote from: Ryon on December 28, 2007, 05:29:22 AM
may i asked what he/she/it is called ranKo ?

In the original Ranma 1/2 manga, "Ranko" was the alias Ranma used when he was in his female form anytime his mother was around. I did it to try to distinguish from male Ranma.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Ryon

i see i see, very nice.

aside from the hitsparks being in the way of your screenshots. she looks nice.

DMK

Quote from: Zero-Sennin on December 28, 2007, 05:23:25 AM
Quick question: can anyone help me figure out why my projectile won't display the explosion animation I made and specified for it? (Haven't touched the code above in days, so everything's the same.)

So..you fixed it with Ishida's comments but still won't show up?

Unless I missed something above perhaps your problem may not lie in MUGEN but the FX sprites themselves.

Re-do them and make sure everyone is properly set to 256 colors.

That maybe the reason it isn't showing up in-game.

If not we'll move onto other stuff and try to figure out the true problem is there is one.

QuoteDid I get my rainbow star 'cuz I posted in Projects?

We all get it because we love Bridget!  ;P

Seriously it's just for fun that everyone gets one for the Holiday/New Year season.

After this month you'll see it start it's randomness. Poping up anywhere and everywhere on people.  :sugoi:

Zero-Sennin

OK...Well, I'm happy anyways...rainbows are fun on rainy days.
All right, down to business.





MOAR SPECIAL MOVES HOORAY.

And also... I need tips on coding intros & victory anims for when lil Ranko takes on certain characters (e.g., Evil K9999's Ranma)- I tried studying someone else's chars for info but got nothing.

Next up: Keep chestnuts roasting on an open fire- Ranko will be snatching them off soon!

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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Zero-Sennin

#13



KACHUU TENSHIN AMAGURIKENNNNNN, suckers....

Happy new year, first off. Yeah, I'm still not dead, I've just been busy for forever and a freaking day, so I only just now finished this.

Next is the Hiryu Shoten Ha, and some other stuff.

By the way...I haven't gotten any kind of messages about custom intros or anything... here's the intro I made based on someone else's code:

;Intro: Evil K9999's Ranma
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0,0
triggerall = p2name = "RANMA SAOTOME" || p4name = "RANMA SAOTOME"

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

(I'll post the winpose with the H.S.H.)

OK, later!
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Zero-Sennin



Hiryu Shoten Ha, fully functional as far as coding goes. Thank God for the code library; I never would have figured out how to do this without it. YAY HELPERS!

Also, I coded my first hyper move (I thought it more fun to do than the super moves):


She moves during the punches, and the upper is a painful move (derived the code from one of KFM's supers).

Here's the current code for the special intro (which I wrote with more code library info):

;Intro: Evil K9999's Ranma
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0,0

[State 191, 1] ;If P1 is on the left
type = ChangeState
trigger1 = (Time = 0) && (P2Name = "RANMA SAOTOME") && (Pos X < 0)
value = 191

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

That's all I've got right now... I've worked out most of the bugs with the Mouko Takabisha through helper coding; all I really need to do is tweak it some more. When I add in the required sprites & anims, as well as a good super or two and one of my intended features, I'll be ready to release the beta!
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

JYD

Keep At It Bro

Your Doing An Excellent Job

Zero-Sennin

Quote from: JYD on January 21, 2008, 09:31:10 PM
Keep At It Bro

Your Doing An Excellent Job

Thanks.









In order- Dodge Roll, Fixed Mouko Takabisha, Gou Rolling Elbow (last 2 shots)

So, yeah, I'm looking good.

Also, all required sprites and animations are IN! Woo-hoo!

Beta's almost here. I just have to code the Hiryu Korin Dan and the MAX (read: HDSM) move, and that should be it!
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Dream Project

Finally that someone that is working on more Ranma 1/2 & Inuyasha characters for mugen. I bless ya for working on Ranko and I'l' help ya as much as I can to make thing faster and easier to complete Ranko.

Did ya ripped all the sprites for Ranko? Just in case, here's a link to a big sprite sheet for her.........
http://www.themysticalforestzone.com/sprites/Anime.htm
along with ripped sfx right here - http://www.themysticalforestzone.com/sprites/SFX_items_tutorials/SFX.htm

As for voice clips it would be best if ya use the one from Ranma 1/2 Battle Renaissance
http://youtube.com/watch?v=atfdytdnmxY

I played it and it sounds great when she shouts both Hiryu Shoten Ha & Hiryu Korin Dan!!
I'm not sure if it's okay to post downloads for roms, emulator, & iso file here but I can PM ya the links to download the game along with the emulator to play it.


Bastard Mami

yeah, it's not right to do that, so ninja your mention of them and pm him instead.

BigBoss

How about as a hyper, Bra Throw basically how he usually tricks the old man and it stuns them.
Interactive Stage W.I.P Click Below

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

I give my life not for honor but for you