FeLo_Llop said, April 25, 2014, 11:40:12 amSNT said, April 25, 2014, 04:05:14 amFeLo_Llop said, April 14, 2014, 09:23:38 amLet's burn everyone!!Spoiler, click to toggle visibiltyHaving something like this for each body type would be incredible, but the devil's in the details. Making one sprite for that would be okay. Making three that animate would be a major pain in the ass.I know. That's why I made some BASE bodies, dunno why I haven't posted. Those bases could be used for pasting above them parts of the actual sprites(kinda like frankenspriting). Once done and filled, convert the fire/psycho effects into CvS and that's all. Once the character is burned or psycho'ed, adding that spark above them. Of course, big characters as Zangief, Hugo, etc or smaller(as Cammy) could give problems :/ Maybe these will be converted to their sizes...aswell the sparks too. So...some characters will have that spark personalized to their sizeDude, I know you're excited, but I gotta say ... every solution you (and everybody for the most part) is trying to implement, is usually one that requires heavy spriting ("IMPLEMENT 1 NEW MOVE/PORTRAIT/GETHIT FOR EVERYBODY") ... I don't mean to poop on this party, but everybody is too excited to see this for what it is - More universal solutions that require less work need to be proposed. In my opinion, earlier games like CVS already solved this problem for you - Darken the get-hit sprites, and add generic smoke/flames on top of the sprites. If you really wanted to do the SF2 flames, it could be done on top of each character's already exiting get-hit sprites, and the process could be streamlined in a way that only 1 burning sprite needs to be done - Cycle the colors via palette change, and that's the closest you'll get to an animation.To conceptualize exactly what sprites should be needed, you need to define RIGHT NOW which moves from which characters will generate Burn Damage, to see the implications of that. Will more than 1 kind of animation be needed? Does it need to be applied to the full animation, or just to 1 key frame?
For some reason walt's comment also made me remember that they no longer just have a knockdown animation with fire. Now fire moves can cause all sorts of hit frames. Going back to Gill and his ice, fire is done the exact same way in SF3 except with different sprites(fire) and pal change.So yeah, it's a lot more practical to just use their current gethits
Not all fire moves knock down anymore either, so you'd either need to change all of them to make them knockdown, or do burn animations for high standing get hit, low standing get hit, crouching get hit, and on and on and on.
To be honest, I think the only custom gethit that would be cool to have in the game is the electrocution one. Street Fighter isn't like Darkstalkers where almost everything requires unique gethits, so really only the bare minimum is needed.If you REALLY wanted to stretch, the only thing I could think of that would be kinda neat (and could probably be BS'ed) would be unique frames for Zangief's grappling moves so that he looks like he's actually grappling them and that they're not just in default gethit poses.
Do all of this the CVS2 way. We don't really need extra sprites for getting electrocuted/burned/whatever unless you wanna include that special electrocution animation that would look cool for moves that don't knock you down like a Denjin hadouken I guess. That would be like 3 sprites for everybody.I think applying a palfx + some overlay effects is the way to go. It looks elegant and consistent across any body build type.
Electrocution is something that's customary to Street Fighter I think, since it's been there since SFII (burn has only been in SFII really. Well, the burn frames of which you speak of in this thread anyways). I'd at least keep the electrocution if anything else (that was something that was relatively boring with CvS2 was there was no custom states despite there being ample room for said states. Oh well~)I agree with the palfx/overlay stuff that people are saying about burned. Saves you all time with that bit and gives you time to do other things.
Every Street Fighter 2+ game we are taking features from has the electrocution special animation (wait, does SF EX?)Capcom vs SNK isn't a SF game so it has less influence. It looks like it'll have the SFA style and SF3 style. Done randomly so we don't have to rush to make both styles before releases.
How is CVS2 not a SF game at the core? There's like less than 20% of SNK mechanics in the game and none of them have anything to do with the gethit graphics anyway. It should definitely influence the game if you're going to use the spriting style from that game to begin with.Heck, CFJ is less SF-ish than CVS2.
Another idea would be to make a burnt palette that you rapidly flash back and forth between it and whatever palette you picked, ala SF3.
SFEX series did not have it, nor did SF: The Movie (afaik anyways...I could be wrong!)Though again, are you reusing the old shocks for this, or going to give some characters fresh, new ones? That is another question worth asking~*Rant: CJF didn't even have Sangue animations. They bother with the Midnight Bliss and Pharaoh's Curse (and with Pharaoh's Curse, they could've easily done Burn and Shock as well), but no Sangue? Booooo! /End Rant*
-Red- said, April 30, 2014, 04:05:26 amHow is CVS2 not a SF game at the core? There's like less than 20% of SNK mechanics in the game and none of them have anything to do with the gethit graphics anyway. It should definitely influence the game if you're going to use the spriting style from that game to begin with.Heck, CFJ is less SF-ish than CVS2.I'm just referring to mechanics and certain things only CVS specific. Of course most character specific data will come from that game. But when looking at whether or not to use shock animation or power charge we're not looking at CVS.
Rango said, April 30, 2014, 04:05:43 amAnother idea would be to make a burnt palette that you rapidly flash back and forth between it and whatever palette you picked, ala SF3. That can be easily done through PalFX without having to use palettes!See Vans' Kyo - he replaced the actual usage of palettes for the Orochinagi SDM, so the contrast for each palette would be kept, and avoiding people making mediocre palettes with 23 orange shades
SSF2 introduced standing and crouching burn animations. It also had a second set of "large character" burning animations, which IIRC were only used for Zangief and T. Hawk.
I would start with chars that don't have collapse/cheap ko anims. Those can be used for crumple states as well.
Ok, so burn states will not be. Ok. I think what Walt said would do the cut too. Darkening the gethit and then adding a flame FX over it. Now that I remember, this was used in SFZ2(?)I'm wrong. That was used in SFZ3 Upper. Here's an example:Spoiler, click to toggle visibiltyhttp://spritedatabase.net/file/17464felineki said, May 01, 2014, 01:11:29 amSSF2 introduced standing and crouching burn animations. It also had a second set of "large character" burning animations, which IIRC were only used for Zangief and T. Hawk.Exactly. The thing here would have been using the bases I did for frankenspriting parts of the current bodies(sheets) above the "burnies"(those bases). I tried with Guile and the result is not that good. We'd have to sprite everyone's pose. Well, it's just ONE sprite, but the problem could come while adapting the flames' size and then filtering them into something like a CvS spark.Hmmm...dunno. Well, guys, as you wish. We can do a poll or debating it here, as you wish