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Re: Optional Animation Standards

 May 03, 2025, 05:36:49 pm View in topic context
avatar  Posted by Pacsonic  in Optional Animation Standards (Started by Jmorphman February 16, 2012, 03:40:11 am
 Board: MUGEN Class

Think we can reserve 7693 for being for being engulfed in flames?
Like in Darkstalkers? Because the SF2 “engulfed in flames” animation already has a standard in 88500.

The “sweep” standard of 5070 & 5071 is actually a universal standard, it’s just that some games like SF2 and some of the 2D MK games have a different animation while other games reuse standard fall frames. Technically, “hit low standing” is also a custom animation, albeit one that dates back to SF2 and is found in tons of characters/games, as are the various Vs. Capcom gethits based on strength. Do Red Earth fatality standards exist? The horizontal slice standards could just be Darkstalkers/Clayfighter (or maybe MK) standards, but the vertical slice (which also appears in Survival Arts and some Capcom beat em ups) would have to be new, as would the “heart” standards for Kenji’s unique fatality.


As for SamSho standards; the 2019 game basically just used the Darkstalkers standard (plus fading out), but earlier games have a few;

* Sliced diagonally flying backwards - Similar to the Red Earth standard mentioned above, but diagonal, with objects flying out of the loser in 1 & 2 (similar to perhaps the Eternal Champions (Genesis) item standard)
* Sliced diagonally on ground - The upper half slowly slides off of the loser, before the lower half collapses.
* Blood Spray - While older games just used the standard fall frames or the Collapse, 2019 for example seems to have a unique blood spray animation.
* Blood Puke - Used for blunt attacks: the victim pukes up blood before dying.
* Sliced Vertically - Basically just the MK standard; the two halves fall away from each other to the floor after the fighter is left standing.
* Decapitation - Similar to the MK standard, but the head will then roll on the floor after landing. Could easily use The Black Heart standards.
* Personal Item - Used for certain fatalities in 5 Special, a personal item of the loser falls on the ground/is spit out. In some cases, this is the fighter’s skull, which might be worth a standard of its own. This also appeared in Eternal Champions.
* Heart - Same standard as in Red Earth, only used by Rasetsumaru; the foe’s heart is torn out and crushed.
* Petrified - I think this is already a standard
* Petrified and Shattered - The victim is broken apart while a statue.
* Holes in Body - Used by Amakusa; the victim has holes pierced through their body repeatedly before being blown up.
* Quartered - Used by Jubei, the foe’s body is quartered up as it falls to the floor.
* Vertical vaporization - Basically just a vertical version of the Hyper DBZ Vaporization standard, used by Enja.

Standard 5301, “Birdies” is used in Clayfighter 2: Judgement Clay as well, so Darkstalkers isn’t the only game to have it.


Good to know engulfed in flames is already in 88500. I couldn't find anything about it.
    

Re: Optional Animation Standards

 April 09, 2025, 01:33:17 am View in topic context
avatar  Posted by Pacsonic  in Optional Animation Standards (Started by Jmorphman February 16, 2012, 03:40:11 am
 Board: MUGEN Class

Think we can reserve 7693 for being for being engulfed in flames?
    

Re: Optional Animation Standards

 March 29, 2024, 04:05:30 am View in topic context
avatar  Posted by Pacsonic  in Optional Animation Standards (Started by Jmorphman February 16, 2012, 03:40:11 am
 Board: MUGEN Class

Didn't Juano16 and Mike Obrecht already have animation numbers for these? I shared a download file for Juano16's fatality compatibility numbers and Mike Obrecht's MK characters have a readme with the animation numbers for his MK fatalities.

Could you send that file my way? I haven't been able to find much on Juano16's standards. I already added some support for Obrecht's ones for the next update (Cage will check for them if there's no 57700 ones). I made these new standards to be both more flexible and more accurate to the source games. A lot of the pre-existing standards combine things that really should be separate anims into one.

About these, with the bisection fatality animations one can use the same standards as Darkstalkers/Clayfighter with Bishamon by B-Kun for more compatibility with other characters and to keep the animation list short. The decapitation standards are pretty valid though, as is the torso held as trophy standard. I’ve also started to wonder if SamSho standards exist for the fatalities from those games?

Also you can use MKT sprites for 7696 (shocked), as well as Survival Arts having sprites for 88500 (Burning) for digitized characters like Cage there.

About the normal/special reactions, those are pretty valid, but MK also has a sweep/trip standard also used in SF2. The fatalities a bit less so,  one can use 7780 (the Sangue=Passare standard) for Kitana and Shang’s fatalities.

Yeah you could probably make do with darkstalkers anims for the bisection, and I've already coded some support for it for the next update similar to Obrecht's. Sangue=Passare would look weird for the Kitana/Shang ones, and might not work very well depending on how the anims are set up. If the focus is on keeping the list short, 57800-57822 (the mk3 paperdolls) could be combined into the MK2 anims somehow (does anyone like the MK3 fatalities anyways?). I haven't meticulously gone through every single fatality in the games, so a lot of the ones Cage doesn't use were guesses as to how they would actually work in MUGEN; probably some of them could be combined or split. What is the SF2 sweep standard?





Juano16's animation standards used by various characters:
Decapitated Body: 9108112 (First frame must have a tick of 60 or -1)
Decapitated Head:
          -Head in Air: 912320
          -Head on Floor: 912321 (Last frame must have a tick of -1)
          -Head Hold(Sub Zero's Trophy Head Fatality): 9108113 (This haves 11 frames and the required ticks per frame goes by this: 7, 7, 7, 39, 10, 1, 1, 1, 17, 18, -1.)
      -Alternatively, you can also use the decapitation animation and coding for The Black Heart characters.
Torso Slash:
          -Lower Body Cut: 9108091
          -Upper Body in air: 9108092 (Usually 4 frames like this: 20, 5, 5, -1
          -Upper Body on Floor: 9108093 (Last frame must have a tick of -1.)
Inflation (AKA something various Deviantart Users like): 9108094 (4 ticks: 30, 30, 30, -1)
Arm Rip:
          -Body with ripped off arms: 9108095 (5 frames. First frame is the character about to get its arm ripped off. Rest of the frames are the character without their arms. Ticks go by this: 41, 60, 5, 5, -1)
          -Arms ripped off: 9108096
            The arm ripped off contains motion done by animating the position of the arms. This is the exact animation code:

[Begin Action 9108096]
6000,88, -50,-45, 9
6000,90, -10,-50, 2
6000,90, 10,-45, 2
6000,90, 20,-40, 2
6000,90, 30,-35, 2
6000,90, 40,-30, 2
6000,90, 50,-25, 2
6000,90, 60,-20, 2
6000,90, 70,-15, 2
6000,90, 80,-10, 2
6000,92, 90,-5, -1

Deep Freeze
           -Getting Frozen: 9108097 (2 frames, both frames must have hitboxes on them. Each frame haves a tick of 3.
           -Frozen: 9108098 (Must have a tick of -1 and have a hitbox.
           -Shattered: 9108099
Pit Stage Fatality
            -Falling: 9108101
            -Splat: 9108102 (Must have a tick of -1)
Babality (Character turns into a baby version of themself): 9108104
Scared (Used in Scorpion's Hell Hand Fatality and Subway Stage Fatality): 9108106
Fits into bell tower: 9108107
Vertical cut (Character sliced vertically, falls and splits in half): 9108108
Staff Impale:  9108111
Heart Ripped (Currently not used as far as I know but is there if you want it): 9108110
Head Inflation: 9108116
Eaten by Millena: 9108117
Deep Freeze Tipped Over: 9108118 (6 frames with frame 1 having 60 ticks, frame 6 having a tick of -1, and the other frames having 5 ticks)
Alternate Toasty Animation: 9108120

Animation to identify a character as female (Used for "Finish Her" instead of "Finish Him" and disabling Johnny Cage's ball breaker move): 9108119
Speaking of Johnny Cage's Ball breaker move, animation for when a character gets hit in the balls (I believe there's a Bevus or Butthead that also uses this animation): 9108100 (Hitboxes needed)
Pulled by Harpoon (Scorpion's "Get Over Here!"): 9108103 (Hitboxes needed)
Slipping (Used by Sub Zero's ice puddle, Scorpion's Torso Slice, and DGKirby's fatalities: 9108109 (Hitboxes needed)

    

Re: Optional Animation Standards

 March 05, 2024, 02:14:25 am View in topic context
avatar  Posted by Pacsonic  in Optional Animation Standards (Started by Jmorphman February 16, 2012, 03:40:11 am
 Board: MUGEN Class

Gearing up to release my MK2 Cage, I noticed the existing Mortal Kombat standards are both incomplete, and a little inflexible. I made this system using anims 57600-57699 for special move reactions, 57700-57799 for MK2 Fatality Reactions, 57800-57899 for MK3 Fatality Reactions and 57900-57999 for other assorted reactions. I know that sounds like a lot but these games have a TON of custom anims. Afaik these anim numbers aren't used for anything else.

These are the ones Cage actually uses:
Spoiler, click to toggle visibilty

These are anims used by other MK characters for their fatalities and special moves. Cage doesn't actually use these so I'm just proposing some standards here:
Spoiler, click to toggle visibilty

In addition, Cage also uses:

5180 = Stumble backwards. One of the lists on the 1st page says 5180 is the number to use for this but doesn't provide any specific examples. Is this widespread enough that characters won't be using it for anything else?

Didn't Juano16 and Mike Obrecht already have animation numbers for these? I shared a download file for Juano16's fatality compatibility numbers and Mike Obrecht's MK characters have a readme with the animation numbers for his MK fatalities.
    

Re: My first screenpack has been released!!

 October 09, 2023, 12:56:52 am View in topic context
avatar  Posted by Pacsonic  in My first screenpack has been released!! (X-Mas Update!!) (Started by Basara Bogard September 16, 2023, 01:16:56 am
 Board: Your Releases, 1.0+

Nice. At least we got something happy after a bad ending.
    

Re: I got a C&D mail from Interplay...

 September 19, 2023, 07:46:49 pm View in topic context
avatar  Posted by Pacsonic  in I got a C&D mail from Interplay... (Started by Basara Bogard September 05, 2023, 02:25:51 am
 Board: All That's Left

    

Re: I got a C&D mail from Interplay...

 September 19, 2023, 05:37:10 am View in topic context
avatar  Posted by Pacsonic  in I got a C&D mail from Interplay... (Started by Basara Bogard September 05, 2023, 02:25:51 am
 Board: All That's Left

I mean it was just an idea. I'm not saying he should do that. He can if he wants to though. I got that idea from Them Fighting Herds which was a reworking of My Little Pony: Fighting Is Magic after it got DMCA'd by Hasbro.
    

Re: I got a C&D mail from Interplay...

 September 18, 2023, 05:42:05 am View in topic context
avatar  Posted by Pacsonic  in I got a C&D mail from Interplay... (Started by Basara Bogard September 05, 2023, 02:25:51 am
 Board: All That's Left

I'm sure I replied with this on your twitter post on this.
Have you thought about reworking the game with original characters, original stop motion sprites, original stages, original music/sounds, and have it run on IKEMEN? I'd pay real money for it if it goes for sale as digital downloads.
    

Re: I got a C&D mail from Interplay...

 September 11, 2023, 07:03:48 am View in topic context
avatar  Posted by Pacsonic  in I got a C&D mail from Interplay... (Started by Basara Bogard September 05, 2023, 02:25:51 am
 Board: All That's Left

ah yes, ye olde "my Gdrive was hacked and it had the most recent (almost complete) beta on it oh no"

I think its best to wait for a official responce 1st before doing something like that. Maybe they can realise Mugen is a profit free game or something.

It should be more like someone who obtained it before it got DMCA'd leaked it and no work has been done on it since. That's what happened to Crimson's Echo (A Chrono Trigger SNES hack that was DMCA'd by Square near completeion.)
    

Re: I got a C&D mail from Interplay...

 September 07, 2023, 07:46:53 am View in topic context
avatar  Posted by Pacsonic  in I got a C&D mail from Interplay... (Started by Basara Bogard September 05, 2023, 02:25:51 am
 Board: All That's Left

This is probably the first time I saw some company go after some MUGEN creator.

I'm just curious. Who created ClayFighter? The person, not the company. And have you thought of seeing what he/she thinks of your Clayfighter MUGEN projects?
    

Re: Optional Animation Standards

 October 07, 2022, 04:18:31 am View in topic context
avatar  Posted by Pacsonic  in Optional Animation Standards (Started by Jmorphman February 16, 2012, 03:40:11 am
 Board: MUGEN Class

Spoiler: Smashed Into the Screen (click to see content)

I believe I mentioned that one. Also, I started a wiki for these animations. If you want, you can add everything here to the wiki. There's also stuff on the wiki that's not here. Also, there's not much as of the making of this reply but there'll be more.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 April 21, 2021, 10:18:02 pm View in topic context
avatar  Posted by Pacsonic  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 pm
 Board: Projects

For some reason the images from your posts has disappeared. Is it a server issue?
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 October 18, 2020, 05:53:21 am View in topic context
avatar  Posted by Pacsonic  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 pm
 Board: Projects

-slight control tweaking to incorporate pausing

There's a Mugen creator called OmegaPsycho who incorporates that in his characters. Mostly his Mortal Kombat Characters where the game pauses and you can see the character's moves. You might want to look into that if you haven't figured out how to pull that off already.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 August 02, 2020, 12:59:13 am View in topic context
avatar  Posted by Pacsonic  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 pm
 Board: Projects

I also want to add electricity and on fire animations, and start fixing the projectiles to he 8-bit. Not sure if that's next release or the release after that though, we'll see. I've got a lot of work ahead of me lol

People have made animation numbers for those. Electricuted is animation number 7696 and burn/on fire is animation 7697.
    

Re: Optional Animation Standards

 July 20, 2020, 08:47:01 pm View in topic context
avatar  Posted by Pacsonic  in Optional Animation Standards (Started by Jmorphman February 16, 2012, 03:40:11 am
 Board: MUGEN Class

    

Re: Mighty Street Fighter (Formerly SF2Nes)

 July 07, 2020, 10:37:26 pm View in topic context
avatar  Posted by Pacsonic  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 pm
 Board: Projects

Are you going to incorporate the biker kid in Chun Li's stage. I made an unlisted video showing what that could look like.



I like the new filter. How did you do that?
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 13, 2020, 07:01:19 am View in topic context
avatar  Posted by Pacsonic  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 pm
 Board: Projects

[youtube]https://youtu.be/3QKNDW1MnO4[/youtube]
I've ALWAYS wanted to change the Ryu opening intro and took a couple of days to do it. I used this art by "CallMeMrA" as the starting point, and animated it and drew new pieces too it. Plus I drew the other frames using the old intro as a base. I'm not 100% happy with the last frame, so I might redraw or edit it more. Also I might realign the effects or change them too. But I'm leaving it be for now.

Link to original art used for this:
https://www.deviantart.com/callmemra/art/8-bit-Ryu-269723032

Looking at his stuff, I found some other SF2NES things that were interesting.

Spoiler, click to toggle visibilty
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 13, 2020, 05:32:11 am View in topic context
avatar  Posted by Pacsonic  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 pm
 Board: Projects

I used your edit for Chun Li's stage and I added in a biker kid that goes by that I made doing the same way you did the background people and this video shows the stage in action:

https://vlare.tv/v/hzv4lvv3

Note that this video is currently unlisted and I currently don't have a YouTube but I hope Vlare is okay for you guys. If you like it, you can use it and the biking animation going bye was pretty time consuming.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 12, 2020, 06:06:10 pm View in topic context
avatar  Posted by Pacsonic  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 pm
 Board: Projects

You did a better job than me. How impressive. Is it possible to extend the curtains in Dalsim's stage and I also want to compare the bootleg original, my upgrade, and yours.

Street Blaster/World Heroes 2 Bootleg:


My Edit:


Your Edit:


My Edit of Dalsim's Stage:


Feel free to use my Dalsim's stage edit or edit apon it unless you have a better one.

To be fair, I was working off a pre existing stage and Is it possible to have a biker go through every so often like the original game?

Another thing I like about the Street Blaster/World Heroes 2 stage is that you don't need to add background people unless you want the biker.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 12, 2020, 12:34:52 am View in topic context
avatar  Posted by Pacsonic  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 pm
 Board: Projects

This is what Chun Li's stage could look like:



This is what her stage loks like in Street Blaster/World Heroes 2



I finally found out how to put pictures in forums.