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> Required Sprites
Posted: Jan 20 2003, 03:14 PM
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Aside from elecbyte's standard is there other generally agreed upon sprite numbers that people normally use for things like blanka shock sprites or tripped sprites?
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GCNMario
Posted: Jan 20 2003, 03:37 PM
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Well, not really. Not like Elecbyte's standard numbers. However, there is a number that people are using now for the shocked sprites. The current ones I've been seeing a lot are the 7696 and the 9999 ones. Really, it doesn't matter what you use for the shcoked sprites as long as it works on your side.


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Orochi Herman
Posted: Jan 20 2003, 03:44 PM
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Some standards I'm attempting to (successfully) spread are collapse anims, both states and actions 5130 and 5131.

Also, I'm attemptiing to propagate lose portraits, which appears if you get killed by a super move. This is mostly used for JoJo chars, but can be imnplemented to other characters with proper additions and adjustments.

Another standard is something related to my future character, kakyoin. Using the lose portrait sprites (divided into four sprites) for his Oshioki no Jikan move.


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Posted: Jan 20 2003, 04:09 PM
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What are collapse anims used for?
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Fury Hikari
Posted: Jan 20 2003, 05:23 PM
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Cheese kills.


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GCNMario
Posted: Jan 20 2003, 08:34 PM
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[quote author=Fury Hikari, the MUGEN Dev Forum Idiot link=board=6;threadid=808;start=0#msg8319 date=1043083384]Cheese kills.[/quote]

Also known as KO'd when guarding a special/hyper attack.


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Posted: Jan 20 2003, 11:45 PM
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I never noticed an animation for cheese kills until now. I will be sure to add that to my wip.
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Shin DIO
Posted: Jan 21 2003, 03:32 AM
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Collapse is used for Supers like Benimaru's CvS Gen'ei Spark, Setsuna's Anonymity - Ultimate Continuation, Hibiki's Heavenly Spirit of Victory & No Fear Feint..heh, is used in most of Last Blade supers...

more action numbers (taken from Bulleta's readme)
---------------------------------------------------------Special Animations

Some of BBH's moves cause special animations on other characters who have
them. Here's a list of those animations and their anim numbers:

- Collapse (5130 (falling to knees) and 5131 (on knees and falling to
ground)): When hit by a certain attack, the character drops to the floor
from his standing position; a common animation in KoF.
- Vertical spinning (5250 (going upwards) and 5251 (going downwards): When
hit by a certain attack, the character flies through the air spinning like
a top; a common animation in the Marvel fighting games.
- Seppuku (7694): Ye olde Japanese art of taking a sword and stabbing your-
self with it because you're a dishonorable dog; this anim can be used to
force BBH against her will (by a spell for instance) to commit seppuku with
a combat knife.
- Bee stung (7695): The aftermath of being swarmed and stung by bees or
other such similar insects; BBH is no bee, but she does have this anim so
that other bee-like fighters can pepper her with stingers smile.gif
- Shocked (7696): Being struck by an electric attack; BBH herself has no
electric attack, but she does have this anim so anyone with an electric
attack can zap her and see her X-ray smile.gif
- Burned (7697): Being struck by an explosive or fiery attack; BBH obvious-
ly has such attacks, and the anim too smile.gif
- Bloated up (7780): Being inflated like a balloon until they pop; BBH with
fat cheeks smile.gif

anyways, would be great to add all thoose (and the ones states by Herman) to a FAQ or as a sticky topic, dunno...
i still remember Warpiticon's M rate for characters (or something like that =P)
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Posted: Jan 21 2003, 04:59 AM
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BBH can commit seppuku? ohmy.gif I have seen the anim for it, but not the states files. Whatever...

I'll try to rip and edit the collpase anim from AOF2 for Yuri, I think this is the only useful extra anim that should be a Mugen standard (maybe the outfit rip-off anim for KO would be nice). The others are only capcom like...
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Posted: Jan 21 2003, 08:00 PM
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[quote]The others are only capcom like...[/quote]
I thought that maybe snk games had some sort of shock sprites since there are a few electric type moves.

Is there any standard for vs games launcher anims?
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Posted: Jan 22 2003, 04:14 AM
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Oh, well, using the hit animation with some "electric" effects its enough. Can't imagine how strong a electric attack would be to look like X-rays. Like, Capcom always exaggerate a lot
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Maximilian Jenus
Posted: Jan 22 2003, 05:12 PM
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kof and fatal fury games have the blue mary sprites, that's it having your arm or legs grabbed by her before she cracks them.


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Shin DIO
Posted: Jan 23 2003, 12:00 AM
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yeh, i forgot Mary's special custom state [E] =P
i guess that the only Mary that supports Mary's grab feature, is TESTP's Mary

Also wire damage attacks have a somewhat different gethit anim (it looks like a middle gethit)... Sander added thoose, but i'm guesing that everyone else (mostly, foreign creators) is using different action numbers

EDIT:
corrected some stuff XD to avoid misunderstandings
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Posted: Jan 23 2003, 12:16 AM
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So I has been wondering what anim number should be used used for wire attacks. Should check about Mary...
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Loona
Posted: Jan 23 2003, 01:45 AM
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I just remembered Obreck, who released 3 or 4 MK ninjas, tried to establish some animations that would make fatalies possible - since Bulleta's readme was quoted, I'l quote the document obreck wrote about his system - it's included with his characters:

--------

Anyways this trick designates you add 11 animation sequences in
your charater's .air file. I picked these numbers because I figured
NO ONE in their right would need to use them for the charater's
standard animation. Anyways the animations you need to add are:


   - 29990 ;Charater's inanimate severed head. Used for things like
       Subby's spine-ripper when he hold your head up like a
trophy. 1 frame. Number it 29990,0

   - 29991 ;Charater's severed head spinning. Used for when the
head is airborne charater's decaped head is airborne,
like in Johnny Cage's decap uppercut. Can have as many
animation frames as you want and the squence should be
allowed to loop. Number the most upright frame 29991,0

   - 29992 ;Charater's inanimate head lying on the ground. Used for
things like when the charater's head is just lying
there on the ground after Cage knocked their head off.
1 frame. Number it 29992,0

   - 29993 ;Charater's headless body keeling over. The body should
start standing and end up lying on the ground. Can
have as many frames as you want as want but should
be under 70 ticks and the last frame should
have -1 on its animation time. Number 1st frame 29993,0
and the last 29994,0

   - 29994 ;Inanimate headless body lying on the ground. Should
look indenticle to the last frame in animation 29993.

   - 29995 ;Severed lower half of charater's body. Treat animating
it like animation 29993. Number 1st frame 29995,0 and
the last 29996,0. Make a duplicate frame for 29996,0
if you only used 1 frame for this squence.

   - 29996 ;Inanimate severed lower half of body. Should look
indenticle to the last frame in animation 29995.

   - 29997 ;Charater's severed upper body. Used in fatalites like
Cage's rip-in-half. Should start upright and end up
lying on its back or stomach. Treat animating it like
in animation 29993. Number 1st frame 29997,0 and the
last 29998,0

   - 29998 ;Inanimate severed upper half of body. Should look
indenticle to the last frame in animation 29997.

   - 29999 ;Exacty like 29997 expect the sever upper body should
also be missing its head. for really gorey fatalities
where the opponent removes your head then chops you
in half. Number 1st frame 29999,0 and last 29989,0

   - 29989 ;Inanimate severed and headless upper half of body.
Should look indenticle to the last frame in
animation 29999.

   Well that's it for now. Look at Sub-Zero .air .sff and .cns file
for more info or if you want to see how the speciallized fatalities work.

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