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Author Topic: Help Making Screenpack  (Read 1655 times)
MaxBeta
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« on: October 23, 2008, 01:28:56 PM »

Hi guys,

I'm working on a Screenpack, and so far I'm almost done with announcement sequences part for the lifebars ROUND 1,2,3, FIGHT!, KO, WIN, etc.

Basically I'm using the fight.def from the Nameless Lifebars created by Mugen D. Luffy as a guide for my work (in the end, the fight.def shall look nothing like his...I promise!)

First off, I would like to inquire if there's any way of getting the WIN sprites to show up behind the characters, but not the stage...what code commands do I need to input?



I don't like the characters getting covered up by the WIN sprites. Undecided
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Rajaa
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« Reply #1 on: October 23, 2008, 04:40:53 PM »

to be honest i dont have any knowledge of wht goes on inside of a screenpack.  Undecided
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MaxBeta
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« Reply #2 on: October 23, 2008, 04:46:52 PM »

Well, Rajaa...It seems the WIN sprite animations (on most cases I've seen) are part of the K.O. action(anim) sequence, but belong to a different group of sprites. Anyways, do you know how you make a helper sprite appear behind your character sprite when onscreen? Is it through an offset command?

I'm thinking this might be handled the same way for K.O./WIN sprites.
« Last Edit: October 23, 2008, 04:49:07 PM by MaxBeta » Logged
Rajaa
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« Reply #3 on: October 23, 2008, 04:50:29 PM »

maybe the

sprpriority=-99 maybe you  coul add that where evr you add stuff like that for screenpacks. Tongue
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MaxBeta
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« Reply #4 on: October 23, 2008, 04:52:39 PM »

maybe the

sprpriority=-99 maybe you  coul add that where evr you add stuff like that for screenpacks. Tongue

hahaha...Does that make it appear in between the character and the stage? I'll try that and let you know.

---------------------------- EDIT ------------------------------------
It didn't work. But I learned at MI that this is handled through a command called layerno.
...but it only worked for the player name fonts which come after the scrolling Win sprites, that I do not want to change.

It seems every lifebar fight.def script I've looked at has the WIN sprites involved under the same action codes as K.O. sprites, and K.O. sprites get code name/representation, but Win sprites don't?....Only win fonts get code/representation. Win sprites just get inserted into the KO action. Wassup with that?

Is it possible I give the win sprites another name/representation (WINR) and then enable the layerno code under that representation?

like for example:


WINR.anim    = 640
WINR.layerno = 0
WINR.scale    = 0.5,0.5           
WNR.snd     = 3,0
WINR.sndtime     = 3

BTW thanks for your help.
« Last Edit: October 23, 2008, 08:20:44 PM by MaxBeta » Logged
MaxBeta
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« Reply #5 on: October 23, 2008, 08:29:38 PM »

It didn't work. But I learned at MI that this is handled through a command called layerno.
...but it only worked for the player name fonts which come after the scrolling Win sprites, that I do not want to change.

It seems every lifebar fight.def script I've looked at has the WIN sprites involved under the same action codes as K.O. sprites, and K.O. sprites get code name/representation, but Win sprites don't?....Only win fonts get code/representation. Win sprites just get inserted into the KO action. Wassup with that?

Is it possible I give the win sprites another name/representation (WINR) and then enable the layerno code under that representation?

like for example:


WINR.anim    = 640
WINR.layerno = 0
WINR.scale    = 0.5,0.5           
WNR.snd     = 3,0
WINR.sndtime     = 3

Not to diss you or anything Rajaa, you are always kind...but does anyone know if something like this do the trick? I tried and it didn't, but maybe my reference is bad.
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« Reply #6 on: October 25, 2008, 12:54:25 PM »

It didn't work. But I learned at MI that this is handled through a command called layerno.
...but it only worked for the player name fonts which come after the scrolling Win sprites, that I do not want to change.

It seems every lifebar fight.def script I've looked at has the WIN sprites involved under the same action codes as K.O. sprites, and K.O. sprites get code name/representation, but Win sprites don't?....Only win fonts get code/representation. Win sprites just get inserted into the KO action. Wassup with that?

Is it possible I give the win sprites another name/representation (WINR) and then enable the layerno code under that representation?

like for example:


WINR.anim    = 640
WINR.layerno = 0
WINR.scale    = 0.5,0.5           
WNR.snd     = 3,0
WINR.sndtime     = 3

Not to diss you or anything Rajaa, you are always kind...but does anyone know if something like this do the trick? I tried and it didn't, but maybe my reference is bad.

Look Through The Original Motif. It Explains The Layerno system.
BTW, Im Not 100% Sure, But I Think You Can Code Stage Systems With IDs And Control Them With BG States.
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MaxBeta
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« Reply #7 on: October 26, 2008, 12:45:42 PM »

I've read up about layerno command, through Cabbit007's tutorial and just now from the original motif like you pointed out,(the say the exact same thing) but even if i set it to 0 all I'm getting is the win.text, not the sprites, coming up behind the win.player.

My new inquiry is as to how I can separate the Win sprites from the win.text and still have them come up at Win time. Catch my drift?
I don't know if it can be done, as it seems all lifebar fight.defs I have seem about this issue (a lot, trust me) follow the same suit, which is:

- K.O. sprites and animations are defined.
- WIN sprites are not defined.
- Win Icon sprites and text are defined.
- Begin K.O. animation (win sprites are included here)
- Load win text and icon.

So for now honestly, I'll just keep moving along completing other parts of the screenpack as I go, and maybe later tackle this issue.
« Last Edit: October 26, 2008, 01:22:05 PM by MaxBeta » Logged
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