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CHAR AND STAGE ZOOM FEATURE by Shinra358

#1 L   shinra358 

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  Inviato 12 March 2008 - 18:44

SECRET OPTION IN MUGEN FOR ZOOM!!!!!!!!!!!!!!!!!!!! !!!!!!!


http://www.youtube.c...h?v=y-yfAHrJ-co







Spoiler


In response to Alexlexus' request, i have devised an easy coding in order to incorporate the zoom feature used in many fighting games with sf3 series being closely in mind. Here's to you alex ;) (dont worry Siccun, i havent forgot ur request)


CHARACTER ZOOMING (HYPER MOVES) {CAN ALSO BE DONE FOR AIR COMBOS TOO}
;=========================USE DESCRIPTIONS FOR EACH CODE BLOCK

[state -2, zoom_feature1]; ZOOM IN ON FIRST HIT
type = angledraw
triggerall = animtime
trigger1 = stateno = XXXX; STATE NUMBER OF THE MOVE U WISH TO APPLY THIS TO
trigger1 = movehit && HitCount = 1 
trigger2 = gethitvar(hitcount) = 1 && MoveType = H && enemy, stateno = XXXX; SAME AS ABOVE DESCRIPTION
hitcountpersist = 0
time = -1
value = 0
scale = 1.1,1.1; ZOOM MULTIPLYING SIZE
;
[state -2, zoom_feature2]; ZOOM IN MORE ON SECOND HIT
type = angledraw
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount = 2 
trigger2 = gethitvar(hitcount) = 2 && MoveType = H && enemy, stateno = XXXX
hitcountpersist = 0
time = -1
value = 0
scale = 1.2,1.2
;
[state -2, zoom_feature3]; ZOOM IN EVEN MORE ON THIRD HIT
type = angledraw
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount = 3 
trigger2 = gethitvar(hitcount) = 3 && MoveType = H && enemy, stateno = XXXX
hitcountpersist = 0
time = -1
value = 0
scale = 1.3,1.3
;
[state -2, zoom_feature4]; ZOOM IN EVEN MORE ON FOURTH HIT AND BEYOND
type = angledraw 
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount >= 4 
trigger2 = gethitvar(hitcount) >= 4 && MoveType = H && enemy, stateno = XXXX
hitcountpersist = 0
time = -1
value = 0
scale = 1.4,1.4[/color]


[color="orange"]STAGE ZOOMING

[this is done with a sprite of the full stage inserted into the fightfx file. U can choose to include its full animation or just a still life. Then with the following code, adjust to get ur desired result. Dont forget to set the explod anim up in the fightfx.air file. I sped up on the background in this vid but i was in a rush so it may not look so good but it works and i just wanted to express how to accomplish this. So.....enjoy :) :

[color="blue"][State -2, zoombg]
type = Explod
triggerall = !numexplod(YYYY)
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount = 1 
trigger2 = gethitvar(hitcount) = 1 && MoveType = H && enemy, stateno = XXXX
anim = FYYYY
ID = YYYY
pos = 150,0; ADJUST TO FIT
postype = left  
facing = 1
scale = .8,.5; ADJUST TO FIT-- ALL Y'S IN THIS SECTION STAY THE SAME (SCALES)
sprpriority = -10
bindtime = 0
removetime = 10
ownpal = 1
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1

[State -2, zoombg2]
type = Explod
triggerall = !numexplod(YYYY)
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount = 2 
trigger2 = gethitvar(hitcount) = 2 && MoveType = H && enemy, stateno = XXXX
anim = FYYYY
ID = YYYY
pos = 150,0
postype = left  
facing = 1
scale = .9,.5
sprpriority = -9
bindtime = 0
removetime = 10
ownpal = 1
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1

[State -2, zoombg3]
type = Explod
triggerall = !numexplod(YYYY)
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount = 3 
trigger2 = gethitvar(hitcount) = 3 && MoveType = H && enemy, stateno = XXXX
anim = FYYYY
ID = YYYY
pos = 150,0
postype = left  
facing = 1
scale = 1,.5
sprpriority = -8
bindtime = 0
ownpal = 1
removetime = 10
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1

[State -2, zoombg4]
type = Explod
triggerall = !numexplod(YYYY)
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount >= 4 
trigger2 = gethitvar(hitcount) >= 4 && MoveType = H && enemy, stateno = XXXX
anim = FYYYY
ID = YYYY
pos = 150,0
postype = left  
facing = 1
scale = 1.1,.5
sprpriority = -7
bindtime = 0
removetime = 10
ownpal = 1
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1[/color]

0

#2 L   Menjoso 

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Inviato 12 March 2008 - 18:55

Wow, looks cool! Great work man, I want to try this some day!
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#3 L   shinra358 

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Inviato 13 March 2008 - 20:09

Thanx! glad u like it ;)

ps. for the people: oh yeah, dont forget to add the triggers of which explod to use on which stage using the player z.offset function for stage id...
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#4 L   giammo84 

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Inviato 22 March 2008 - 10:19

tnx so much I didn't know!!!
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#5 L   timboybig 

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Inviato 27 May 2008 - 18:32

Visualizza Messaggigiammo84, su Mar 22 2008, 01:19, detto:

tnx so much I didn't know!!!

it sounds real cool but can someone tell me how to install it i cant get to youtube send a tutorial to my email please at timboybig@gmail.com
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#6 L   LarryHazard 

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Inviato 27 May 2008 - 20:26

cool!
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#7 L   timboybig 

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Inviato 29 May 2008 - 13:58

Visualizza Messaggishinra358, su Mar 12 2008, 09:44, detto:

SECRET OPTION IN MUGEN FOR ZOOM!!!!!!!!!!!!!!!!!!!! !!!!!!!
http://www.youtube.c...h?v=y-yfAHrJ-co
Spoiler


In response to Alexlexus' request, i have devised an easy coding in order to incorporate the zoom feature used in many fighting games with sf3 series being closely in mind. Here's to you alex ;) (dont worry Siccun, i havent forgot ur request)
CHARACTER ZOOMING (HYPER MOVES) {CAN ALSO BE DONE FOR AIR COMBOS TOO}
;=========================USE DESCRIPTIONS FOR EACH CODE BLOCK

[state -2, zoom_feature1]; ZOOM IN ON FIRST HIT
type = angledraw
triggerall = animtime
trigger1 = stateno = XXXX; STATE NUMBER OF THE MOVE U WISH TO APPLY THIS TO
trigger1 = movehit && HitCount = 1 
trigger2 = gethitvar(hitcount) = 1 && MoveType = H && enemy, stateno = XXXX; SAME AS ABOVE DESCRIPTION
hitcountpersist = 0
time = -1
value = 0
scale = 1.1,1.1; ZOOM MULTIPLYING SIZE
;
[state -2, zoom_feature2]; ZOOM IN MORE ON SECOND HIT
type = angledraw
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount = 2 
trigger2 = gethitvar(hitcount) = 2 && MoveType = H && enemy, stateno = XXXX
hitcountpersist = 0
time = -1
value = 0
scale = 1.2,1.2
;
[state -2, zoom_feature3]; ZOOM IN EVEN MORE ON THIRD HIT
type = angledraw
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount = 3 
trigger2 = gethitvar(hitcount) = 3 && MoveType = H && enemy, stateno = XXXX
hitcountpersist = 0
time = -1
value = 0
scale = 1.3,1.3
;
[state -2, zoom_feature4]; ZOOM IN EVEN MORE ON FOURTH HIT AND BEYOND
type = angledraw 
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount >= 4 
trigger2 = gethitvar(hitcount) >= 4 && MoveType = H && enemy, stateno = XXXX
hitcountpersist = 0
time = -1
value = 0
scale = 1.4,1.4[/color]


[color="orange"]STAGE ZOOMING

[this is done with a sprite of the full stage inserted into the fightfx file. U can choose to include its full animation or just a still life. Then with the following code, adjust to get ur desired result. Dont forget to set the explod anim up in the fightfx.air file. I sped up on the background in this vid but i was in a rush so it may not look so good but it works and i just wanted to express how to accomplish this. So.....enjoy :) :

[color="blue"][State -2, zoombg]
type = Explod
triggerall = !numexplod(YYYY)
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount = 1 
trigger2 = gethitvar(hitcount) = 1 && MoveType = H && enemy, stateno = XXXX
anim = FYYYY
ID = YYYY
pos = 150,0; ADJUST TO FIT
postype = left  
facing = 1
scale = .8,.5; ADJUST TO FIT-- ALL Y'S IN THIS SECTION STAY THE SAME (SCALES)
sprpriority = -10
bindtime = 0
removetime = 10
ownpal = 1
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1

[State -2, zoombg2]
type = Explod
triggerall = !numexplod(YYYY)
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount = 2 
trigger2 = gethitvar(hitcount) = 2 && MoveType = H && enemy, stateno = XXXX
anim = FYYYY
ID = YYYY
pos = 150,0
postype = left  
facing = 1
scale = .9,.5
sprpriority = -9
bindtime = 0
removetime = 10
ownpal = 1
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1

[State -2, zoombg3]
type = Explod
triggerall = !numexplod(YYYY)
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount = 3 
trigger2 = gethitvar(hitcount) = 3 && MoveType = H && enemy, stateno = XXXX
anim = FYYYY
ID = YYYY
pos = 150,0
postype = left  
facing = 1
scale = 1,.5
sprpriority = -8
bindtime = 0
ownpal = 1
removetime = 10
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1

[State -2, zoombg4]
type = Explod
triggerall = !numexplod(YYYY)
triggerall = animtime
trigger1 = stateno = XXXX
trigger1 = movehit && HitCount >= 4 
trigger2 = gethitvar(hitcount) >= 4 && MoveType = H && enemy, stateno = XXXX
anim = FYYYY
ID = YYYY
pos = 150,0
postype = left  
facing = 1
scale = 1.1,.5
sprpriority = -7
bindtime = 0
removetime = 10
ownpal = 1
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1[/color]

Cananyone tell mewhere to put these files i dont need a whole tutorial i just want the basci way to put them in tell me where they go and i should be fine
0

#8 L   LarryHazard 

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Inviato 29 May 2008 - 14:03

potrebbe essere molto utile per dragon ball af a parere mio, per esempio che goku lancia il khameameah e viene lo zoom su di lui, e poi lo zoom segue l'onda fino al nemico.
0

#9 L   paul 

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  • Iscritto: 29-November 09

Inviato 29 November 2009 - 18:31

Does it work with the new mugen version?
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#10 L   shinra358 

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Inviato 29 November 2009 - 18:43

Visualizza Messaggipaul, su 29 November 2009 - 18:31, detto:

Does it work with the new mugen version?


Yes. Keep in mind this version is still the version that has to be in all chars (fullgame version). And since the site was changed around a lil bit, make sure to not include the color or size tags.
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