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Prism's work in progress

Started by Prism Black, November 16, 2007, 12:52:24 AM

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Prism Black

I am in current development of a charater named "Prism Black" hehe I have the ol' SFA playstation game and am ripping sprites form there I am going to use feilongs sprite to create my character "Why use those sprites other than creating my own?" -the answer is simple feilong has the basic design that I want and it will be easier for me if I add allready done sprites and add coding once coding is complete (that part I concider the hardest to do but fun!) then I'll do the easy part of adding my own sprites
When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge.
Confucius

walt

So, what changes are you making to the Feilong Spriteset you're ripping?

dr.baldhead


Prism Black

well first I am going to add a demon sprite - to have my character change into a demon and use a super blast - not sure what kinda blast element it will be , Leaning towards electricity - - A fireball (ryu fan could've never guessed eh? *looks at avatar* --  make the fire kick go straight up no angle -- will try to add a "dragon punch" -- And for a hard to code super I want to try to duplicate Zangeif's Super Atomic Buster (My fav move form My Fav sf2 character) -- going to add some stikers for a "team Super Combo" -- those are my basic ideas I am playing with when starting the character -- I'll update the list as I get more ideas and I will add code lines for anyone that wants to know what the code for the move looks like for now I just got the basic structure and nothing special coded at the moment one thing I still have to learn is how to link the supermoves - the characters powerbar is going to be 9 first level supers will be allowed at lvl 1 and they will be the only ones to link the teir 2 supers would need 3 bars to do and the lvl 3 teir supers will be lvl's 6 and 9 - the lvl 1 supers won't do much more damage than normal special moves
the teir 2 supers will do normal super damage and teir 3 will range form normal to OMG! (playing with some of ryu's coding allowed me to frigger out how to get off a 172 hit combo but only deal out 860 damage [can make it less but....] ) as for the changes in sprites - I want my character to basiclly look like fei long (no shirt baggy pants) but with a cloak wearing template (if you hold start you'll get the shirtless versoin) I am looking toward a fun 3 months of coding-debuging-editing-testing till I can get him to be a properly configered and well balanced character without the cheapness
When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge.
Confucius

BigBoss

Isn't there suppose to be some sort of screenshot or sprite show off to validate this? unless its a stage? even then theres usually screenshots.
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I give my life not for honor but for you

dr.baldhead

Quote from: Prism Black on November 16, 2007, 03:52:16 AM
well first I am going to add a demon sprite - to have my character change into a demon and use a super blast - not sure what kinda blast element it will be , Leaning towards electricity - - A fireball (ryu fan could've never guessed eh? *looks at avatar* --  make the fire kick go straight up no angle -- will try to add a "dragon punch" -- And for a hard to code super I want to try to duplicate Zangeif's Super Atomic Buster (My fav move form My Fav sf2 character) -- going to add some stikers for a "team Super Combo" -- those are my basic ideas I am playing with when starting the character -- I'll update the list as I get more ideas and I will add code lines for anyone that wants to know what the code for the move looks like for now I just got the basic structure and nothing special coded at the moment one thing I still have to learn is how to link the supermoves - the characters powerbar is going to be 9 first level supers will be allowed at lvl 1 and they will be the only ones to link the teir 2 supers would need 3 bars to do and the lvl 3 teir supers will be lvl's 6 and 9 - the lvl 1 supers won't do much more damage than normal special moves
the teir 2 supers will do normal super damage and teir 3 will range form normal to OMG! (playing with some of ryu's coding allowed me to frigger out how to get off a 172 hit combo but only deal out 860 damage [can make it less but....] ) as for the changes in sprites - I want my character to basiclly look like fei long (no shirt baggy pants) but with a cloak wearing template (if you hold start you'll get the shirtless versoin) I am looking toward a fun 3 months of coding-debuging-editing-testing till I can get him to be a properly configered and well balanced character without the cheapness
ill take that as a no

Prism Black

I haven't had the pleasure of playing disgaia and have never heard of these prism rangers but your question intreges me do you have a link to the game? (if the prism rangers look cool I might wanna use der sprites)
When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge.
Confucius

Prism Black

Quote from: Charming on November 16, 2007, 04:39:15 AM
Isn't there suppose to be some sort of screenshot or sprite show off to validate this? unless its a stage? even then theres usually screenshots.

Sure I'll be doing that though ...... I really am a newb at forums and don't now how to add a picture to this charming little chat box - As my charater developes I will add screenshots *when I find out how ;p * All I got right now are on my computer at home (I use the net at work to chat and download onto a flashdrive)
When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge.
Confucius

Prism Black

#8
Okay I think I gotten the "dragon punch" coding down when I work out the minor bugs I'll post the coding for all noobs like myself to use - next is the hurricane kick (thats gonna be fun) here's my base that I have been using for my dragon punch

Spoiler (click to show)
;------------------------commands area stuff thingies
; Dragon Punch
[Command]
name = "DPx"
command = D, DF, F, x
time = 15



;---------------------------------------------------------------------------
; Light Dragon Punch
[State -1, DPx]
type = ChangeState
value = 1
triggerall = command = "DPx"
triggerall = statetype != A
trigger1 = ctrl

[State -1, DPx]
type = ChangeState
value = 1
triggerall = command = "DPx"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = stateno = 200          ; common states \/
trigger3 = stateno = 210
trigger4 = stateno = 215
trigger5 = stateno = 216
trigger6 = stateno = 220
trigger7 = stateno = 222
trigger8 = stateno = 225
trigger9 = stateno = 230         ;what do these do? they allow you to link
trigger10 = stateno = 240         ;those moves to your special
trigger11 = stateno = 250      ; /\ ends here or......?






;---------------- put in the command file thingie with all da stuff ya know?



[StateDef 99]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0,0
anim = 1  ; animation 3 pics time = 2 , 4 , -1   (-1 is the last frame you need going up)

[State 99, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 40

[State 99, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3  ; ryu says "sore"

[State 99, 2]
type = PlaySnd
triggerall = PalNo < 7
trigger1 = AnimElem = 2
value = 74, 0  ; um..... "you"
channel = 0

[State 99, 2]
type = PlaySnd
triggerall = PalNo > 6
trigger1 = AnimElem = 2
value = 74, 2 ;  um... "....Ken"
channel = 0

[State 99, 3]
type = HitDef
;triggerall = Time >= 0
;triggerall = Time <= 15
;trigger1 = TimeMod = 1, 0
trigger2 = AnimElem = 2
attr = S, SA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = 0, -50
hitsound = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3,-6
air.type = High
air.velocity = -3,-6
air.hittime = 12
fall = 1
air.fall = 1


[State 99, 4]
type = ChangeState
trigger1 = AnimElem = 3
value = 100

;---------------------------------------------------------------------------
; Light Dragon Punch - Rising
[Statedef 100]
type    = S
movetype= A
physics = A
velset = 4,-6   ;  x, y play with it

[State 100, 1]
type = VelMul ; multiplies speed your character moves at
trigger1 = 1
x = .9  ; play with these funky things happen
y = .9  ;

[State 100, 2]
type = VelSet
trigger1 = Vel Y > 0
x = 0

[State 100, 3]
type = HitDef  ;
trigger1 = AnimElem = 3
; triggerall = time >= 0
; triggerall = time <= 90
; trigger2 = TimeMod = 1,0 ; if you add this you will do more hits going up
attr = A, SA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = 0, -80
hitsound = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3,-6
air.type = High
air.velocity = -3,-6
air.hittime = 12
fall = 1
air.fall = 1


[State 100, 4]
type = ChangeAnim
triggerall = Anim = 1 ; animation 3 pics time = 2 , 4 , -1   (-1 is the last frame you need going up)
trigger1 = Vel Y > 0
value = 11 ; is dragon punch coming down frames 2 time 5, -1

[State 100, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 101


[Statedef 101]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 12    ; Dragon punch land frames 1 time 5

[State 101, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 101, 1]
type = ChangeState
trigger1 = AnimTime =  0
value = 0 ; or you can link this to *any* state to create an automatic link super combo be carefull when juggling
ctrl = 1
When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge.
Confucius

Prism Black

oy this is tougher than I first assumed, I am editing the sprites 7 out of 600 so far, coding is not fully compelted so I'd say I am like 5% done this wip lol - This is going to take awhile, I have been playing with the idea of adding a hood and cape (cape comes off for fight) but the only art I am okay at is pencil sprite editing is something I gotta get used to, also It's been almost 12 years since I played with animating something and getting the "bob" right for the hood is maddening plus I have thinking of making him a hi-res character but I think I'll finish the low-res add ons first (low-res is alittle easier to make for me at the moment)
When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge.
Confucius

Prism Black

with the boss gone for the week mugen has been left on the backboard, I got to get everything right at the pillow and bed so I have some brain matter ready, oh I am like 11 percent done.....
When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge.
Confucius

Rōjenomu

Spoiler (click to show)

QuoteLord Canti Says:
i was playing FFVII and I accidently named Red XIII Cyanide D:

DemonicDrPhil

screenshots would be nice but they are really no longer necessary to have a topic here...that was old guild.

still I think I am not alone in wanting to see how this character is coming along.  Some screenshots would also help get some hype and get people excited for this project.  That can be some motivation to help through some frustrating times.

No Mugen is not easy but I think if you try hard enough and put enough time into something it will all be worthwhile in the end.

good luck with this one.
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Prism Black



well I thank you for the interest but the only stuff I got is like aphla and still subject to change, as I get better at coding and pixel editing I will more then likely change the outlook of the character form been a feilong edit to more of my own work so all I got for character pics are like first gen if you would still like to see it isn't a problem... but do understand that anything I post early on will more then likely be changed when the final product has been finished, you see this character will evolve as I get better at editing
When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge.
Confucius