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Offline Thunder Wolf

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how to make a fighting stance
« on: July 09, 2009, 11:03:04 AM »
before loganir quit mugen i remember him working on a new wolverine, he had released a few animations but nothing really came of it

after i saw this sprite i thought it was perfect for any wolverine so i attempted to make a single sprite of it with the origonal wolverine and this is what i came up with

the only problem is i have no clue how to turn it into a fighting stance, could someone please help me out with it?

Offline YD

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Re: how to make a fighting stance
« Reply #1 on: July 09, 2009, 12:13:20 PM »
before loganir quit mugen i remember him working on a new wolverine, he had released a few animations but nothing really came of it

after i saw this sprite i thought it was perfect for any wolverine so i attempted to make a single sprite of it with the origonal wolverine and this is what i came up with

the only problem is i have no clue how to turn it into a fighting stance, could someone please help me out with it?

Do you mean to say you want to make it an animated stance for the character?

If so then make a few more frames adding some movement to it them then use FF to add them to the character.sff under the group number 0 and make sure to list the sprite numbers higher than the last sprite number in the group that is already in the .sff file or you will catch hell trying to figure out why it will not take when creating the animation, next you use FF again and open up the animation option and look for the animation number "0" cause this is the standing animation number and then change the sprites that are there the the ones you created and placed in the .sff file and make sure the ticks are how you want them and make sure all aspects are to your liking and then you have just edited the standing animation to use the sprites you want. Now save the character in FF and thats all folks.

Offline Thunder Wolf

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Re: how to make a fighting stance
« Reply #2 on: July 09, 2009, 07:48:18 PM »
lol, well that in itself was confuzing but i think i get it, still my question actually was how do i animate it? thats the part i dont get

Offline YD

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Re: how to make a fighting stance
« Reply #3 on: July 10, 2009, 10:07:27 AM »
lol, well that in itself was confuzing but i think i get it, still my question actually was how do i animate it? thats the part i dont get

Ok let me know what version of FF your using and then I'll wirte up a tutorial for how to change your standing animation sprites and edit your animation.  :)

Offline Thunder Wolf

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Re: how to make a fighting stance
« Reply #4 on: July 10, 2009, 11:49:03 AM »
well i have the um.....version before ultimate of FF, i dont see any other defining details about which one i have.
but i just have the one sprite, can u make a fighting stance animation with just one sprite?

Offline Fredgerd

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Re: how to make a fighting stance
« Reply #5 on: July 10, 2009, 01:21:54 PM »
try using gamemaker. the sprite editer on that is alot less confusing.
For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

-Fred

Offline YD

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Re: how to make a fighting stance
« Reply #6 on: July 10, 2009, 06:49:52 PM »
well i have the um.....version before ultimate of FF, i dont see any other defining details about which one i have.
but i just have the one sprite, can u make a fighting stance animation with just one sprite?

Ok. Here goes,


Quick And Dirty Animation Editing

Ok this is a quick and dirty method to change the animation sprites of a standing anmtion for a Mugen character. This info can be used to change any animation I am refering to the standing animation but the same steps apply to any animation.


1.) Open up FF (Fighter Factory for short and this is in reference to versions 1 thur 3 but not ultimate, ultimate is different so if you need a conversion for that version then ask for one and I'll make one :)) and look at the top for the icon of the "polaroid picture", shake it.......shake it, shake it..........shake it, you know what to doooo-oo-oo! Oh sorry got carried away, anyway yeah click this icon:



then you'll see all the sprite for that character and what we're looking for here are the sprites for the standing animation which are "Group" number "0", and the image numbers should start from "0" as well and can have as many as needed for the animation.Here is what the boxes look like that reference the sprite/image group and image numbers:

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Now to add the sprites to the .sff so that you can use them to edit the animation you will need to hit the icon in the left side toolbox that looks like a white box with "PCX" written in the bottom right, this is what it looks like:



Now before you hit this button you will need to make sure that you are going to add the image in the right location of the .sff, this is not critical but it makes it look uniform and helps eliminate palette issues. So if you are adding to the standing sprites then look for group "0" them keep scrolling until you get to the last image in that group number, so we'll say the last sprite for standing animation is, group "0", image "12". SO now if your adding to the sprites then you would make sure that the the group "0", image "12" is show in FF them hit the button to add a sprite. Then another window will pop up that will look like this:



Once the window appears there are boxes titled "Group", "Image" and "Axis" these are the boxes that you will use to add the image/sprite into the.sff. This is what the boxes look like:



Now if the image is not made from a sprite that is from the .sff that you have ripped and it does not share the same palette, you will then need to use the slider for the scrolling of the images to go all the way to the end or last image/sprite and add the sprite there.

To add the sprite you will need to remember where you saved the edited sprites and in the "Group" box we will leave it "0" or type that in if it is not "0" and then we will need to give it an image number in the, thats right, "Image" box. You will also need to make sure the axis of the image/sprite is correct in the "Axis" boxes "x" and "y", you can use the old images as reference or play aroung with it, there are also boxes you can check to help with the alignment which are right below the "x" and "y" boxes. Once you've finsihed editing the boxes hit the ok button and the image/sprite will be saved to the .sff file.

Now if you chaging the sprites then you will instead go to the very first sprite which would be, group "0", image "0" and then instead of the add icon (the white box with the "pcx" in it) you will hit this button:



Then another window will pop up that will look like this:



Now all you need to do here is find the image/sprite you want to change/exchange for the exisiting one in the .sff file by using the "look in" box at the top to look in whatever location you specify, then select it with the cursor and then hit the "open" button and it will then change/exchange the image/sprite. Do that for all that you need and we're done with this part and on the step two.


2.) Now to edit the standing animation with the images/sprites you just added you will now hit the icon at the top that looks like a movie slate:



Once that opens we will need to find the standing animation which is the "0" animation. If it isn't already listed and shown when you open the animation option there is an icon that looks like a magnifing glass and you hit that and this window will pop up:



When the window pops up simply type in the number of the animation your looking for and if its there it will show it, its that simple.

Now that you have the animation that you want to edit, you will notice that the toolbox to the left has changed and it looks like this:



Now we will be editing the "Image" "X Axis", "Y Axis" and the "Time" boxes. the "Group" box must be "0" so we will use the slider



to scroll between each frame of animation and edit each image/sprite as needed. So hit the slider and scroll through all the frames of the animation, if there are more frames then you need or if you need more frames, then you will use the "+" and "-" buttons on either side of the slider to add or subtract frames, got it, good. So go back to the first frame and here if you want to change it you edit the "image" box number to whatever the image/sprite number is that you added to the .sff file earlier, then edit the "x and Y Axis" boxes to make sure it will be centered correctly. repeat this step for other frames that you need to, adding or subtracting frames as you go along, now the time part is edited when you need to adjust the time a frame is shown while in the standing position in game play. Each digit is refered to as ticks which are somewhat like seconds but faster so you will have to experiment with this on your own to find the setting and result you are looking for.

The other options in the toolbar are for other various effects; the "Flip" box will flip the image if you need so, where you would type "H" to flip it horizontally (like when your editing a picture and you what to flip it 180 degrees, this is how its achived in Mugen) and type "V" to flip it vertically. The "Trans" box is to adjust the transparency of an image/sprite and you adjust it by typing in "A" or "A5" and so on to edit out the black or dark colors in an image/sprite. And thats all I care to go into right now cause this could get alot more complicated.

After you have edited the boxes for the animation scroll through the frames one time just to make sure you have everything as you like it then you can hit the blue play button at the top of the animation toolbox just to the right of the cactus to see how the animation will look or preview it in other words before you save it. The cactus icon by the way is the button to hit if ou want to make an animation a gif, its pretty handing try it for yourself. Once you have made sure all is to your liking just hit the Floppy disk icon at the top:



And that all folks!




« Last Edit: July 14, 2009, 07:32:45 AM by youngdragun »

Offline Thunder Wolf

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Re: how to make a fighting stance
« Reply #7 on: July 12, 2009, 01:04:59 PM »
..........................HOLY CRAP!!! THERE PRETTY MUCH ISNT AS QUESTION U CANT ANSWER IS THERE, UR AWSOME SERIOUSLY!!!!

Offline YD

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Re: how to make a fighting stance
« Reply #8 on: July 12, 2009, 06:06:33 PM »
..........................HOLY CRAP!!! THERE PRETTY MUCH ISNT AS QUESTION U CANT ANSWER IS THERE, UR AWSOME SERIOUSLY!!!!

Thanks very much for the compliment but I can not answer the winning lottery numbers. :) ;D
But seriously thanks for the compliment.  :D