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Trying to understand some animation stuff

Started by Ra lord, July 27, 2009, 05:34:02 PM

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Ra lord

Ok, first of all I am new to character modding such as animations and effects... I pretty much know the coding though.

Now I've added a new animation for Lucario's fire ball. Its there, but it doesn't show up... I don't understand why... ok let me get some screens...



You can see the animation is there because of the shadow on the modded one.

Why is this happening? all I did was change the animation number on the projanim line to the new animation number. God dam it why?!

Please help
I ate goenitz for BREAKFAST... it gave me bad wind...

Cyanide

all your frames are time of 0. That causes invisible projectiles with a shadow. Change them to 2 or something.


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.

Byakko

Or the new sprites have their own palette and you added them as if they shared palette with the other sprites, and as a result they pick up the palette of the other sprites and just so happen to be all black, and when you make them transparent (through color addition), well, the background + 0 = no change in color = the sprites are invisible.
It's probably either that or what Cyanide said. I'm thinking that if all animation elements had time = 0 you wouldn't even see the shadow, though - is the shadow animated, do you see it animate ?
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

Ra lord

Cool! I can see teh projectile now, now for another problem.

I've added an explod which has a new animation added with new sprites... its not sharing the pallatte, its got 4 frames all with a time of 4 for each one. trans = add and the sprites colour looks like this



here is the explod code

[State 193, 1]
type = Explod
trigger1 = time=3
anim = 66666
id = 8100
postype= p1
pos = 0,0
bindtime = -1
sprpriority = -1
ownpal = 1
removetime = 120
supermovetime = 999999
pausemovetime = 999999
removeongethit = 1
vfacing = -1
I ate goenitz for BREAKFAST... it gave me bad wind...

Cyanide

Those colours have to be included IN the palette in order to share it, as that looks like it has lots of colours, i don't quite understand why you'd want to do that.

I don't believe you're using the term "share" correctly here. More explanation of what you wish to achieve please.


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.

Ra lord

Quote from: Cyanide on July 28, 2009, 07:50:28 AM
Those colours have to be included IN the palette in order to share it, as that looks like it has lots of colours, i don't quite understand why you'd want to do that.

I don't believe you're using the term "share" correctly here. More explanation of what you wish to achieve please.

Well it has the check box 'Shared Palette'... all four of the sprites I added don't have shared palette selected.

what I want to to is have the explod appear on a kick attack... so you can see it when he swings his foot... but its not appearing, Why?
I ate goenitz for BREAKFAST... it gave me bad wind...

Byakko

#6
Shared palette = when displayed on screen, Mugen will forcibly apply the palette of the previous sprite (or the previous if it's also shared, and so on until the very first sprite) onto it. Even if the colors of the original sprite as you made it are nowhere in the palette. If so, then applying the palette on a sprite that has colors not on the palette will fuck up the display of the sprite.
If the colors of your sprites are in the palette, then you can use shared palette. Make sure the sprite does actually have the same palette as the rest of your character when you insert it into the SFF.
If your sprite has colors not in your palette, then you're not supposed to use shared palette option. It will screw it up. No matter what, if the colors of your sprite aren't in the palette or the sprite has a palette that is not the EXACT SAME (colors in a different order, slight color variation...) as your character's palette, then even if you check "shared palette", it will be screwed up. The sprite not showing at all is a possible result (again, because when the palette is applied onto it, it uses color slots from the palette that happen to be black on that palette, and 0+any number gives no change, so, invisible)
Having sprites not share palette helps only if you have more than 256 colors in total. If you have a special effect that really doesn't need to share the same palette as the character (if you don't want the colors of that effect to ever change) then you can make it not share palette (make sure it's at the end of the SFF though when you add it)
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

Ra lord

Quote from: Byakko on July 28, 2009, 02:19:03 PM
Shared palette = when displayed on screen, Mugen will forcibly apply the palette of the previous sprite (or the previous if it's also shared, and so on) onto it. Even if the colors of the original sprite as you made it are nowhere in the palette. If so, then applying the palette on a sprite that has colors not on the palette will fuck up the display of the sprite.
If the colors of your sprites are in the palette, then you can use shared palette. Make sure the sprite does actually have the same palette as the rest of your character when you insert it into the SFF.
If your sprite has colors not in your palette, then you're not supposed to use shared palette option. It will screw it up.

I know, I'm not sharing the palette with the 4 effect sprites. What the problem is, is that when I insert the explod with the animation selected... it doesn't appear. The animation has been made, the number is correct animation number... and I know its there, because I tested it with a projectile... but the problem is its invisable no matter what I use it as... (I.E. projectile, helper, hell I even tryed it as a a basic player animation by changing 'statedef 0' (standing) to the animation of the effect) and I don't know why.
I ate goenitz for BREAKFAST... it gave me bad wind...

Byakko

Quoteand I know its there, because I tested it with a projectile
In the projectile, does the animation actually show ?
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

Ra lord

No, its invisable... the animation ticks is 4... all of them are
I ate goenitz for BREAKFAST... it gave me bad wind...

Byakko

Then your palette is wrong (the palette on the sprite) or you check the "shared palette" when it shouldn't be checked. Re-read all the replies we've given to you in this topic.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

Ra lord

I ate goenitz for BREAKFAST... it gave me bad wind...

Byakko

YOUR PALETTE IS WRONG. REREAD ALL THE REPLIES WE'VE GIVEN TO YOU IN THIS TOPIC. What, do you really not want an answer ? Because the answer is : your palette is wrong. fix it. Fix your sprites. Add them properly in the SFF.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

Ra lord

So even if the colours of the selected sprite aren't in the main palette... it won't show?

Bare with me sorry I'm still trying to understand all of this...
I ate goenitz for BREAKFAST... it gave me bad wind...

Byakko

Take the original sprites, the very first time you got them, with their original palette (make sure the background color is in the correct color slot in the palette)
remove the ones in your SFF
insert the original sprites back into it at the end of the SFF file, without using the "shared palette" option
save
Make your explod state controller, for a quick test you can put it in statedef -2, with triggers so that it displays indefinitely (removeexplod = -1, give it an ID to add in the trigger "trigger1 = !numexplod([your ID])

If it still doesn't display... Post your sprites.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

Ra lord

Quote from: Byakko on July 28, 2009, 02:43:22 PM
Take the original sprites, the very first time you got them, with their original palette (make sure the background color is in the correct color slot in the palette)
remove the ones in your SFF
insert the original sprites back into it at the end of the SFF file, without using the "shared palette" option
save
Make your explod state controller, for a quick test you can put it in statedef -2, with triggers so that it displays indefinitely (removeexplod = -1, give it an ID to add in the trigger "trigger1 = !numexplod([your ID])

If it still doesn't display... Post your sprites.

Did you want the origial sprites?
I ate goenitz for BREAKFAST... it gave me bad wind...

Byakko

I wanted you to remove those sprites from your SFF and add them back properly. Either we're still missing something, or they were not added properly.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

Ra lord

I did... I readded them without the 'Shared palette' option and tested them with an explod state, but still no luck

here are the original sprites, of course its just a screenshot since there is the axis



I've done something liket his on another character, it worked perfectly, but its not for this character.
I ate goenitz for BREAKFAST... it gave me bad wind...

Byakko

Quotehere are the original sprites, of course its just a screenshot since there is the axis
I mean the sprites themselves. The 8 bit, paletted PCX files you inserted into the SFF.
Also, you could post the explod code you used to test it.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

Ra lord

If you mean the PCX files that were inserted into the SFF file... those are exactly it just remove the axis and they are exactly it

and the explod code

[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 616
ID = 616
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
;supermove
;pausemove
scale = 1,1
sprpriority = 1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =
I ate goenitz for BREAKFAST... it gave me bad wind...