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Mighty Final Fight Mod (Working Title)
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Topic: Mighty Final Fight Mod (Working Title) (Read 11888 times)
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Damon Caskey
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Re: Mighty Final Fight Mod (Working Title)
«
Reply #120 on:
February 12, 2010, 08:14:42 PM »
There's no right to left lifebar option. You'll have to script it with the drawbox command. Check out Golden Axe Remake for an example. Its lifebars look conventional, but they are in fact drawn by script so as to have multilayer colors.
DC
«
Last Edit: February 12, 2010, 09:08:40 PM by Damon Caskey
»
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Orochi_X
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Now! Count up your crimes.
Re: Mighty Final Fight Mod (Working Title)
«
Reply #121 on:
February 12, 2010, 09:21:07 PM »
Here's a tip.
As the lifebar you create with drawbox decreases , shift the start position of the lifebar to compensate (X + (max lifebar length - current hp)). This will create the illusion of the lifebar decreasing in the opposite direction.
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BadChad
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Posts: 191
Re: Mighty Final Fight Mod (Working Title)
«
Reply #122 on:
February 15, 2010, 01:33:35 PM »
Scripting eh? I'm gonna have to get my hands dirty sooner or later for a few things I know my mod is going to need. I looked up Drawbox and found uTunnel's Script Reference, having a hard time making sense of any of it lol. I also took a look around inside Golden Axe Remake and I wasn't able to spot what would be an example of drawbox. Scripting is looking pretty intimidating right now lol. Is there any more scripting resources around I can look into?
Im also having a pallete issue with my select screen:
I tried adding the colours from my select icons to the pal.act file but that didnt seem to be the problem.
And I made a nice little shutter effect after you select your character.
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Mighty Final Fight Mod In Progress
Die_In_Fire
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avatar by Maxman
Re: Mighty Final Fight Mod (Working Title)
«
Reply #123 on:
February 15, 2010, 03:39:07 PM »
I had that issue when the files for the "anim select" and "anim waiting" were different that the rest of the char's files, try using the same palette for every frame of the char
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Bloodbane
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Dark Dragon
Re: Mighty Final Fight Mod (Working Title)
«
Reply #124 on:
February 16, 2010, 01:06:13 AM »
Yeah, every image must use same palette.
Quote
I tried adding the colours from my select icons to the pal.act file but that didnt seem to be the problem.
No, that won't do. AFAIK colors for select screen is from the select.gif.
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OpenBoR Manual
"The more often enemies attack, the more open they are to counter attacks"
GenTechJ
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Posts: 7
Re: Mighty Final Fight Mod (Working Title)
«
Reply #125 on:
February 16, 2010, 02:07:09 AM »
Quote from: BadChad on February 15, 2010, 01:33:35 PM
Scripting eh? I'm gonna have to get my hands dirty sooner or later for a few things I know my mod is going to need. I looked up Drawbox and found uTunnel's Script Reference, having a hard time making sense of any of it lol. I also took a look around inside Golden Axe Remake and I wasn't able to spot what would be an example of drawbox. Scripting is looking pretty intimidating right now lol. Is there any more scripting resources around I can look into?
I'm familiar with a few forms of scripting (mainly .lua though) and I could take a look at those files for you (the files you mentioned, not your's). Especially since I have plenty of free time this week (only one class). Give me about a day or two to look into them and try to make sense of it, unless of course someone comes in and answers before me.
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BadChad
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Re: Mighty Final Fight Mod (Working Title)
«
Reply #126 on:
February 17, 2010, 06:05:40 PM »
Hey GenTech, thanks for the offer. If your interested in helping me me with any scripting, Im all for it. It would be much appreciated.
And thanks for the pallete help guys. Ill have to fix that up. But do I need to apply that pallete to the select.gif aswell or just the gifs in that characters folder?
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Mighty Final Fight Mod In Progress
Die_In_Fire
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Posts: 735
avatar by Maxman
Re: Mighty Final Fight Mod (Working Title)
«
Reply #127 on:
February 18, 2010, 12:32:06 AM »
at least on my case, my select.gif have his own palette, kunio have his own palette (and so it does the anim select anim waiting frames) and Riki too, and its working fine
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Bloodbane
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Dark Dragon
Re: Mighty Final Fight Mod (Working Title)
«
Reply #128 on:
February 18, 2010, 01:23:12 AM »
Quote
But do I need to apply that pallete to the select.gif aswell or just the gifs in that characters folder?
Just to the characters. In 16bit, select.gif can have its own palette.
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OpenBoR Manual
"The more often enemies attack, the more open they are to counter attacks"
dafirus
Jr. Member
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Posts: 54
Re: Mighty Final Fight Mod (Working Title)
«
Reply #129 on:
March 12, 2010, 12:50:22 PM »
No news?!
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maxman
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Posts: 1685
Re: Mighty Final Fight Mod (Working Title)
«
Reply #130 on:
March 12, 2010, 07:39:27 PM »
You need to fix the colors for your character icons. They look messy. Each frame of a character select icon (probably) has its own palette for a character. I think the character select icon is for a character. You need to set it 16bit as Bloodbane mentioned.
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BadChad
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Posts: 191
Re: Mighty Final Fight Mod (Working Title)
«
Reply #131 on:
March 18, 2010, 05:31:04 PM »
Sorry guys. I havent really worked on this for a little bit, but by no means do I plan on giving up. Once my motivation kicks in, ill start going at it again. Carlos' sprite sheet is pretty much done. I just need to finish his fall frame and his rise frames.
Heres a little something. Carlos' Special:
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Mighty Final Fight Mod In Progress
Bloodbane
Hero Member
Online
Posts: 4727
Dark Dragon
Re: Mighty Final Fight Mod (Working Title)
«
Reply #132 on:
March 19, 2010, 04:51:33 AM »
Ah, Cool!
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OpenBoR Manual
"The more often enemies attack, the more open they are to counter attacks"
CosmoBuggi
Newbie
Offline
Posts: 1
Re: Mighty Final Fight Mod (Working Title)
«
Reply #133 on:
March 23, 2010, 08:42:34 PM »
All looking swell.
Great job on the sprites, guys, especially the maki, carlos ones as well as any other new one being made. Got a good group of some really nice talents going on here.
More than 1 or 2 is of some really great help.
Great job!
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HarukameiKasumo
Newbie
Offline
Posts: 19
Re: Mighty Final Fight Mod (Working Title)
«
Reply #134 on:
April 13, 2010, 06:08:12 PM »
Okay, sorry to double post, but i just noticed something.
The capcom logo should have another smashed section behind it as it blends in too much with the BG. I don't know if that existed in the original version, but either way, i suggest another smashed set of bricks behind the Capcom logo. Otherwise, it's tough to see.
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Weeky Weeky! Ahahahah!
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